#25300 - black - Fri Aug 20, 2004 7:36 am
hi all~
i am newbie to gba programming and at this moment i just got confused with what tuto said:
Mode 0:
1 All 4 available backgrounds
2 No rotation or scaling
3 16 or 256 colors
4 Maximum 1024 tiles
i want to know what are those 4 backgrouds ? and can we mix different modes in one game ?
thanx in advance~
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#25301 - Krakken - Fri Aug 20, 2004 7:40 am
The GBA has a maximum of 4 displayable backgrounds. Depending on the mode you use, the GBA hardware determines how these backgrounds are used and how many can be used.
You can mix different modes but you can only use one mode at a time.
#25302 - black - Fri Aug 20, 2004 7:58 am
is that to say, we can use maximum 4 diffrent layers of bg in a game ? and we can only supply one mode in single game ?
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#25303 - cocole - Fri Aug 20, 2004 8:13 am
black wrote: |
is that to say, we can use maximum 4 diffrent layers of bg in a game ? and we can only supply one mode in single game ? |
It says :
You can display a maximum of 4 layers at a time (mode 0).
You can switch from one mode to another whenever you want.
You can have as much backgrounds available as you want, but you can only display 4 at a time (mode 0).
#25307 - black - Fri Aug 20, 2004 9:09 am
cocole wrote: |
black wrote: | is that to say, we can use maximum 4 diffrent layers of bg in a game ? and we can only supply one mode in single game ? |
It says :
You can display a maximum of 4 layers at a time (mode 0).
You can switch from one mode to another whenever you want.
You can have as much backgrounds available as you want, but you can only display 4 at a time (mode 0). |
oh i got it, thanx guys~ :)
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#25320 - tepples - Fri Aug 20, 2004 3:45 pm
If you want to give the illusion of displaying more backgrounds, then build a layer out of sprites. In fact, many arcade platforms don't have tiled "backgrounds" at all; everything is a sprite.
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#25325 - poslundc - Fri Aug 20, 2004 4:37 pm
Interesting idea... would you suggest doing this by using 30 8x8 sprites in a row and an HBlank interrupt, or some other technique perhaps?
Dan.
#25330 - Miked0801 - Fri Aug 20, 2004 6:22 pm
You'd probably need 31 with scrolling unless you really enjoy updating VRAM every tic.
Also, you'd probably need to set aside rouhgly half of sprite VRAM as well as I don't believe there would be time to load OAM info and chars within - Oh wait you can buffer your load across 8 lines so never mind. You only need 31 chars reserved. Yeah, this would work fine. You also have time to change the palette dynamically and good with other stuff as well. Should work just fine. I might have to try this sometime as it would allow so killer sorting/palette/misc. effects. :)
#25332 - tepples - Fri Aug 20, 2004 6:57 pm
poslundc wrote: |
Interesting idea... would you suggest doing this by using 30 8x8 sprites in a row and an HBlank interrupt, or some other technique perhaps? |
I'd say use metatile-sized or larger sprites. To make a layer of clouds, use a sprite for each cloud. WarioWare is an excellent example; most of the microgame graphics are composed entirely of sprites so that 1. the transitions displayed between microgames can use the backgrounds, and 2. the graphics become easier to high-level-emulate on the GameCube port.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.