gzip wrote: ↑Mon Jan 30, 2023 12:49 pmPalette Index actually looks like a new field that was not available before. In 0.9.9 the Attribute Data field gives the hex value for the corresponding entry in the attribute table. I don't see that anywhere in 2.0.0. The attribute view also omits this info. If the hex value is not useful then that's a different question.
The palette index is the attribute data for that tile, though maybe you're hoping for the packed byte belonging to 4 tiles at once? That could be useful as well. (I'm realizing I did make use of this in FCEUX a lot in the past. It helps when trying to verify the source of the data elsewhere, like when you're trying to ensure your software sets up the background correctly, or trying to reverse engineer where the data came from.)
For NES I'd also suggest an additional "view attribute in memory viewer" right click menu option to find that byte, too. On the other platforms I don't think they're stored apart like NES, though.
Pokun wrote: ↑Mon Jan 30, 2023 2:39 pmNintendo and possibly Sega both officially use this terminology [nametable]...
I'm curious about examples. The only place I can remember Nintendo using "name" in a related way was in the SNES manual where it refers to "CHR name" for a tile's index and "name base address" as the position of CHR index 0. This seems compatible with the concept of a "nametable" but I don't think I've seen an example of them ever using that term specifically.
Sega definitely does use "name table" in its official developer manual, but this terminology comes directly from TI.
TI also used the term "pattern table" for the concept which Nintendo seems to only refer to as CHR, but we
similarly seem to have adopted for NESDev (but less pervasive in its use).