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Are tiles larger than 8x8 possible?   Message List  
Reply | Forward Message #13703 of 15019 |
Re: Are tiles larger than 8x8 possible?

--- 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.

Not exactly. Sega's Puyo Pop uses 12x12 pixel tiles on a 6x12
playfield.

> I'm curious how they do this.

There are four ways to do tile sizes other than multiples of 8x8
pixels. Jan-Lieuwe Koopmans and belmieh mentioned two of them.
If you want to duplicate what your favorite game does, start the
game in VisualBoyAdvance and turn backgrounds on and off (Ctrl+1
through Ctrl+4) or open the Tile Viewer.

Spoiler for those who don't collect GBA puzzle games:
Sega's Columns Crown is yet another columns game. It uses
tiles of 16x14 pixels. To cut off the bottom two pixels
of each row of tiles, it uses an hblank DMA write to the
playfield layer's Y scroll register.

Puyo Pop uses a similar technique but adds a twist. Its
playfield consists of two background layers, one scrolled 12
pixels to the right. To draw the playfield, it places tiles in
even columns in one layer, 3 HW tiles (24 pixels) apart, and
tiles in odd columns in the other layer, also 3 HW tiles apart.
It too uses hblank DMA to cut off the bottom of each row.

Namco's Pac-Man and possibly some of the Namco Museum games use
another technique to make a layer of 6x6 pixel tiles, by zooming
the screen out a bit with mode 2 scaling. To see source code
for an effect like this, look at the "6 pixel wide tiles"
part of the Static demo on http://www.pineight.com/gba/

Namco's Pac-Attack uses 12x12 pixel tiles on a 6x13 playfield
with a completely different technique: it draws each block
as a sprite. Obviously, this won't work if your playfield
has at least 100 spaces in it (such as in Tetris or
Dr. Mario), as you'll begin to run out of OAM. It also won't
work if you're doing two players side-by-side as in Puyo Pop,
where you get 144 tiles on two playfields.

A fourth method, which can provide ANY conceivable tile size,
is to use the bitmap modes, but this will slow down screen
updates without a tightly optimized video driver.

I don't work for Sega or Namco, and I haven't looked at any
disassemblies of their programs. I just deduced this by
watching the games' behavior under VBA. If you need to do
12xn pixel tiles for a puzzle game, I'd recommend using
Puyo Pop's method.

--
Damian





Tue Feb 4, 2003 4:00 am

yerricde
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Message #13703 of 15019 |
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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
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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
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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
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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
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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
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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@...
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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...
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Feb 5, 2003
8:34 am
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