|
Post by matalog on Jul 3, 2017 16:17:42 GMT -5
What size would a full wrap-around, continuous looping horizontal background be? Would it be possible to load more vertical information too, so that the camera can be scrolled up on the background also as the character jumps?
Please tell me the full size of a possible background for looping if possible - just like the static background is 320x224 pixels or 40x28 tiles.
Thanks for the help :-)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 3, 2017 17:37:52 GMT -5
The background planes are 64x64 tiles in size, so you have the domain of (0,0) to (63,63). Writing at (64,64) *should* wrap to (0,0).
|
|
|
Post by matalog on Jul 3, 2017 18:14:00 GMT -5
The background planes are 64x64 tiles in size, so you have the domain of (0,0) to (63,63). Writing at (64,64) *should* wrap to (0,0). Brilliant, thanks. Could you please try and point me as to what I have done wrong here? It looks like the image may well be looping correctly in the background, but as you can see, the screen decided to display a lot of chatacters, and well, as it happens, i wasn't expecting them. I assume i have affected some video RAM unknowingly? Here is the file: linkRight click and save as, or click it, then ctrl A to copy it all
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 3, 2017 18:35:33 GMT -5
The maximum number of tiles you can load (without special tricks and treatment) is 1,344, so, that's your issue
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 3, 2017 18:38:09 GMT -5
What you'll need to do is find a method of drawing the columns and rows as you need them off screen right before you start scrolling the screen, and either swap tiles out of VRAM for the ones being displayed. 1 screen of unique tiles is 1,120 tiles, so you'll want to optimize your tile maps to remove redundant tile data (if any), or resize what you're doing.
The 1,344 tiles includes sprites, text/font, and anything you want to display on screen.
|
|