#10799 - Xienen - Tue Sep 16, 2003 9:07 am
It's weird going from OpenGL to GBADev. I comprehend all of the simple stuff, like pallettes, buffers, etc. What I am having a problem doing though, is deciding what Mode to work in. The game is basically a more intensely graphical tetris.
There are more going to be more sprites to render than standard tetris, so I'm worried that speed may become an issue. I'm assuming that Modes0-2 are out, because this isnt really a tile-based-game, in the general sense of the term. I'm thinking that Mode3 or Mode4 are the best choices. It'd be nicer to run in Mode3, for higher detail, due to unpalletized color, but, I have no idea how well the GBA will be able to handle all that memory copying. Any ideas on whether Mode3 is worth a chance, or should i just plan on Mode4 from the get-go?
Other question: Is memory copying just as fast as actually loading a sprite into the designated sprite area in memory? I'd rather retain control of everything, if I can do it without speed loss.
Thanks for any information,
Dayle Flowers
There are more going to be more sprites to render than standard tetris, so I'm worried that speed may become an issue. I'm assuming that Modes0-2 are out, because this isnt really a tile-based-game, in the general sense of the term. I'm thinking that Mode3 or Mode4 are the best choices. It'd be nicer to run in Mode3, for higher detail, due to unpalletized color, but, I have no idea how well the GBA will be able to handle all that memory copying. Any ideas on whether Mode3 is worth a chance, or should i just plan on Mode4 from the get-go?
Other question: Is memory copying just as fast as actually loading a sprite into the designated sprite area in memory? I'd rather retain control of everything, if I can do it without speed loss.
Thanks for any information,
Dayle Flowers