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Are tiles larger than 8x8 possible?   Message List  
Reply | Forward Message #13716 of 15019 |
Re: [gbadev] sprites dissapearing

> 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 randomly. Any idea why this may happen? I thought maybe I
> am filling up the OAM memory or something? Please help and its
> stopping me from progressing with my game!! :-(
>
> I am in mode 3 by the way.

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 16 color then you can fit exatcly 128. In tile modes you can have 128
16x16 sprites with different graphics.
Also there is a limit to the number of sprites that can appear on any given
horizontal line in the display in any given frame....although I am fairly
certain this number is quite high it could concievably give problems if you
have lots of sprites located in one area. Since the number you mention (
70 ) is close to 64 I figure the most likely cause is that you have exhasted
your memory for sprite graphics.
-jason


aka Dovoto
www.thepernproject.com
"Programming tools and tutorials for the GBA"







Wed Feb 5, 2003 3:23 am

jason_lee_ro...
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Message #13716 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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