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Allow RGBGFX to output SNES attribute maps #1247

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@Rangi42

Tilemaps can store 8-bit tile IDs. Attribute maps store any high Tile bits, plus Palette ID (0-7) and X and Y flip. (There are other bits, like priority, but they're not relevant to RGBGFX.)

Attribute map byte formats:

  • GBC: %.YX.Tppp (with T being a VRAM bank 0/1 flag, not really a high tile bit)
  • SNES: %YX.pppTT

RGBGFX could have a --snes flag to output SNES attribute maps. This flag would imply -N 1024,0, and the high two bits of tile IDs would go in the attribute map, not the tile map. (There could be a warning/error if the user explicitly specifies -N, or outputs a tilemap but no attrmap.)

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    enhancementTypically new features; lesser priority than bugsrgbgfxThis affects RGBGFX

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