How would you handle tile mirroring when it's not supported by the hardware? You'd have to "stream" rows and/or columns of tiles at a time for that kind of support. It's doable, and realtime flipping is fast with a simple small LUT, but the scroll engine itself becomes more complex; you're scrolling a bitmap image that happens to wrap at tilemap arbitrary defined boundaries.
You can handle merging/importing sections or layers via an external app. The Mappy FMP format is pretty easy to work with.
Thanks for the heads up, I had no idea it was a hardware limitation! I am not code savvy so I had assumed that it was a undeveloped element of HuC and or Mappy, apologies if my ignorance was surprising hahaha
Good to know and not get my hopes up. You probably would've been very shocked when I asked DK of we can rotate sprites and tiles, that's an even bigger can of worms right?
modern development has left me wasteful and liberal woth my design ideas!!
I currently have workarounds for the import process into mappy; from mappy to game I hand the content off to DK, so I wouldn't know much about the benefits of the fmp resulting file - the contents of which look like gibberish when o open it.
Out of curiosity, what external applications do you use for processing the multiple images? I was thinking of trying to write a Python script that would help me, just grab the images in a folder and combine them vertically to make a new image that mappy can accept to save me the trouble of doing that by hand. I am currently just making my tilemap, saving it as 16 color limited chunks and using the combined map in mappy to generate my fmp.