Search the web
Sign In
New User? Sign Up
gbadev
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Hear how Yahoo! Groups has changed the lives of others. Take me there.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
how to use 2 char block on the same bg?!?   Message List  
Reply | Forward Message #12607 of 15019 |
I want to set up bg 2 in mode 1 to create a scrollable background. The bg is
made from a complete image so there
is no tile repetion and it is divided it in tiles only to be usable it in
this mode. The bg is also horizontally wrappale.
The background image is 256x120 so with 256 unique tiles I can only cover an
area of 256x64 pixels, 32x8tiles.

But I've found a rom that use 2 different char base blocks (block 2 and 3)
on the same bg (well int the bg register
only block 3 is addressed... but the final result requires the tile data
from both) and I've no idea how to setup a
thing like that (and from the documentation I've read a thing like that is
not possible).

I've dumped the the screen base block used by bg 2 (7). The first part look
like that

0x6003800: 00 01 02 ........................ 0F
0x6003810: 10 11 12 ........................ 1F
and so on..
0x60038F0: F0 F1 F2 ........................ FF

and that's clear beacuse it's addressing every tile in a linear way.
The second part is equal to the first but reach only the line in D0 D1 ...
then turn to FF FF FF.. till address 0x6003c00

What's strange is that the first part address tiles in char block 2 and the
second in char block 3!

Please, help!!








Wed Sep 4, 2002 2:02 pm

xinn_it
Offline Offline
Send Email Send Email

Forward
Message #12607 of 15019 |
Expand Messages Author Sort by Date

I want to set up bg 2 in mode 1 to create a scrollable background. The bg is made from a complete image so there is no tile repetion and it is divided it in...
Marco
xinn_it
Offline Send Email
Sep 4, 2002
3:00 pm

... You can fit 256 8-bit tiles or 512 4-bit tiles into a 16 KB bank. If you have more than 256 tiles, just use tile numbers greater than 255. If a tile...
yerricde
Offline Send Email
Sep 4, 2002
3:48 pm

you would need to use a hblank to change the char base block value at the correct position down the screen. either that or use two layers and have the first...
ninge
n1nge
Offline Send Email
Sep 4, 2002
3:49 pm

... No, that was the NES, with a hard limit of 256 different tile indices. Some games stretched their title screens over four 4 KB tile banks to cover all 960...
yerricde
Offline Send Email
Sep 4, 2002
7:03 pm

yeah, got a bit confused as to what he was asking about there! the example I was giving was for a 360 * 240 map which was using 1350 unique 16 colour chars (it...
ninge
n1nge
Offline Send Email
Sep 5, 2002
9:47 am

... the correct position down >the screen. either that or use two layers and have the first set to the first char block (showing >the top half) and the second...
JASON
jason_lee_ro...
Offline Send Email
Sep 5, 2002
10:32 pm

er - you are incorrect.. 1 16 colour char is 32 bytes not 64 so you can actually only access half of video ram (32 * 1024 = 32768 bytes or 32k) in 16 colour...
Neil Holmes
n1nge
Offline Send Email
Sep 6, 2002
10:52 am

... [...] That's only valid with 256 color backgrounds. You can access only 32KB of video memory with 10 bits indexes in 16 colors....
Omar Cornut
segamastersy...
Offline Send Email
Sep 6, 2002
10:52 am
Advanced

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help