#148252 - doudou - Thu Jan 03, 2008 11:56 pm
The quote important part is the 64k to 128k, I kept the 4 bit to 8 bit part just to show an "improvement" example (in my case, I would increase the number of tiles instead of color depth).
The offset is used to show that 4 * 0x4000 is 64k. If it would have been 0x8000 instead for DS, I would have tought "right, we have the same number of slots has on the GBA but they are twice the size", but it's not the case.
So, the only explanation for the doubled VRAM mentionned in the quote I can see is that I can use CHAR_BASE_BLOCK from 0 to 8 on DS instead of 0 to 4.
Is it the case?
#148339 - doudou - Fri Jan 04, 2008 6:43 pm
Ok, do we have the same 32 screen base block we had on GBA?
#148676 - doudou - Tue Jan 08, 2008 8:21 pm
Everything is now fine, thanks.
Just to let following readers know, the actual limit for tile count / layer in 16 colors backgrounds is 1024 since tilemaps are using 10 bits for tile indexing (reserving remaining 6 bits for palette and flipping flags).