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

Yahoo! Groups Tips

Did you know...
Want your group to be featured on the Yahoo! Groups website? Add a group photo to Flickr.

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
Are tiles larger than 8x8 possible?   Message List  
Reply | Forward Message #13701 of 15019 |
Re: Are tiles larger than 8x8 possible?

Hey Wendy,

Funny you should ask I just finished a little demo using the exact
same trick puyo pop uses:

http://baback.dreamhost.com/sodapop.zip

Its pretty simple actually. Make your tiles the size you want 11x11
or 10x10. Then use the VCOUNT to find out what scan line the GBA is
currently painting, when it gets to an offset of your tile (bubble
size in case of puyo pop) skip the number of blank pixels that are in
the VRAM between that pixel and the next bubble. So if you have 10x10
bubbles at every multiple of 10 scan line you will have to skip 6
pixels to get to the next bubble. (8x8 pixels / tile so the next non-
empty tile is 6 pixels away). Use the REG_BGVOFS for the layer to
skip the lines.

For the horizontal shifts just use two layers and use a shift on the
REG_BGHOFS to make them overlap.

Easiest way to do all this is in an interrupt, but you could put it
in your main loop too if you like.

Hope that helps,
- Baback

--- In gbadev@yahoogroups.com, "Wendy <gadget2032@g...>"
<gadget2032@g...> wrote:
> Looking at puyo puyo, they use 11x11 tiles for their puzzle pieces
> once they have been placed on the game grid. I'm curious how they
do
> this. I was thinking that each piece would actually have to be
16x16,
> but that would leave a 5 pixel transparent area around the graphic
> and the tiles wouldn't be flush next to each other. Anyone have any
> ideas how this is accomplished?





Tue Feb 4, 2003 12:19 am

belmieh
Offline Offline
Send Email Send Email

Forward
Message #13701 of 15019 |
Expand Messages Author Sort by Date

Looking at puyo puyo, they use 11x11 tiles for their puzzle pieces once they have been placed on the game grid. I'm curious how they do this. I was thinking...
Wendy <gadget2032@...>
nekowendy
Offline Send Email
Feb 3, 2003
11:51 pm

... using sprites I guess... The GBA can display 128 sprites, so you can do a *lot* with sprites. Load the ROM in an emulator which enables you to switch BG...
Jan-Lieuwe Koopmans
jan-lieuwe@...
Send Email
Feb 4, 2003
12:41 am

Hey Wendy, Funny you should ask I just finished a little demo using the exact same trick puyo pop uses: http://baback.dreamhost.com/sodapop.zip Its pretty...
belmieh <baback.elmie...
belmieh
Offline Send Email
Feb 4, 2003
12:43 am

alternatively you can multiplex sprites down the screen. use as many sprites as you have blocks across the playing area (in our case 6) * 2 and then while its...
ninge
n1nge
Offline Send Email
Feb 4, 2003
9:48 am

... Not exactly. Sega's Puyo Pop uses 12x12 pixel tiles on a 6x12 playfield. ... There are four ways to do tile sizes other than multiples of 8x8 pixels....
Damian Yerrick <d_yer...
yerricde
Offline Send Email
Feb 4, 2003
9:48 am

Hi I have started to display around 70 sprites on screen at once, most of them are size 16x16. If I display more than 70 odd, sprites start to disappear...
Derek Payne
dmpauctions
Offline Send Email
Feb 4, 2003
10:48 am

... Are the sprites disappearing completely, or just parts of them? At a guess, with the information supplied, I would say that you're exceeding the display...
Francis Lillie
francis_lillie@...
Send Email
Feb 4, 2003
12:03 pm

also if bit 5 is set in REG_DISTCNT (0x04000000) you get even less [i think thats the right way if I remember right the cowbite spec is wrong, that bit allows...
Mike Wynn
mike.wynn@...
Send Email
Feb 4, 2003
1:00 pm

... There is only enough sprite graphics memory to display 64 16x16 256-color sprites in mode 3 if you have seperate graphics for each sprite. If you are using...
jason rogers
jason_lee_ro...
Offline Send Email
Feb 5, 2003
8:34 am
Advanced

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