Talk:Thsprite

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==notes on extended vram and tile boundry sizes==
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I might be beating a dead horse, but thank you for psoting this!
Some notes on this for later...
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* tiles are always 8x8 pixels. 64 bytes per tile for 256 color. 32 bytes for 16 color
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* videoSetMode/Sub can set either 32(default?), 64, 128, 256 byte tile boundries
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* oam objects (sprites) can select tiles 0-1023..
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if using 128K of extended vram for object data, if the tile boundry was 32, you would only be able to access 32*1024= 32,768 bytes of vram. setting 64 would allow you access to 64K, etc. in this way all of vram could potentially be used.
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This will affect animation schemes tho. in 128 byte boundry mode, a 8x8-16color animated sprite will need to align each frame on 128 byte borders essentially wasting the other 96bytes inbetween frames.. Not that big of a deal.
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so something like:
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bytesperframe=(width*(height/frames)/cmode); //this would be a frame
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(macro this mebbe) tiles=rounduptoboundrytile(bytesperframe,boundrysize); to this:
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tiles=(bytesperframe%boundrysize)?(bytesperframe/boundrysize)+1:(bytesperframe/boundrysize);
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totalframes=tiles*frames;
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@_@???
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Need better names for these two. So an 8x8 pixel arrangement of pixels i'll call 'tile'. first 10 bits of attribute 3 i'll call 'objtile' or mebbe just 'object'.
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Revision as of 18:19, 22 July 2011

I might be beating a dead horse, but thank you for psoting this!

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