I'm trying to see how are the tiles saved doing some reverse engineering using old roms gfx files (this example trying with snow bros arcade set one) .
This is what I know now :
Each color point to a palette which can change (then when you change palette you change that color in tiles).
Tiles have a 16x16 size.
I'm a little confused cause when I see the file in an hex editor . I don't know how many bytes are a pixel or how are they order to see the tile.
Any idea of how this works?
I've found the answer (at least at snowbros game):
tiles are saved in 128 bytes.
Being each byte 2 colors (4 bits per color (indexed of course)) and extructured this way:
Hex file:
Of course hex starts at 0 , but i think this is more visual , each celd is a byte (2 pixels).