#150392 - kagisa - Sun Feb 03, 2008 6:17 pm
I use wingit to create .bin files but when I choose the tiles to be more than 8x8p they still 8x8 in DS memory so the tileID doesn't match.
#150438 - silent_code - Mon Feb 04, 2008 3:34 pm
you can still use multiple tiles for a sprite. check out TONC.
#150439 - Lord Graga - Mon Feb 04, 2008 3:52 pm
EDIT: Disregard this post, I thought you were talking about maps. Sigh.
You can also scale the background to match the tilesize. Rule of the thumb is to always go with the multiplier of 8 which is *higher* than your required size. So if you need 13x15 sprites, go with 16x16 tiles, and for 13x17 you have to go with 16x24 tiles.
If your game isn't using a lot of CPU, you can also write your own custom tile-filler.
If you need something which is only odd horizontally, like 8x13, you can use 8x16 tiles and leave the bottom 3 lines empty, and then move the map upwards by 16-13 = 3 each 13'th scanline using a HBlank interrupt.
Lots of posibilities :)