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DS development > Text/tile vs. rotation vs. extended rotation

#73864 - SeanMon - Tue Feb 28, 2006 3:27 pm

Could someone please explain the differences between the above background types? I've read the TONC tutorials for GBA, which go into tiled modes, but I cannot find a DS one that goes into any detail about using tiled backgrounds and sprites.

Also, are the simple text/tile backgrounds still mapped in four separate quadrants like they were on the GBA? I hope they are now linearly sequenced.

#73905 - Sausage Boy - Tue Feb 28, 2006 9:33 pm

No, maps are still organized in screenblock sized chunks like on the gba.
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#73918 - DekuTree64 - Tue Feb 28, 2006 10:39 pm

Yeah, text and affine are mostly unchanged. Extended affine uses 16-bit map entries like text, but linearly mapped like affine. Can't use 4-bit chars though. Extended affine layers can also be 8-bit or 16-bit bitmaps, which is why the DS has no dedicated bitmap modes like the GBA did.

Sprites are mostly unchanged. There is a new bitmap mode you can use, but I haven't really found any good uses for it.
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#73936 - SeanMon - Wed Mar 01, 2006 1:15 am

Would it be worth it then to use an extended affine or a regular affine instead of a text background to avoid the quadrant issue, even if I don't use the rotatation ability?

#73954 - nmain - Wed Mar 01, 2006 3:08 am

SeanMon wrote:
Would it be worth it then to use an extended affine or a regular affine instead of a text background to avoid the quadrant issue, even if I don't use the rotatation ability?


what's so bad about the quadrant issue? an extra line or two of code to compensate for position in the tilemap?

#73987 - Mollusk - Wed Mar 01, 2006 12:32 pm

If it's the same as on gba, rotbackgrounds can only have 256 different tiles, right ? Which is 4 times less than text backgrounds. Chances are, if you need a large map, that you'll need the extra tiles...

Rotbackgrounds can have bigger sizes, though, like 1024x1024, if i'm right. But I just use a custom large map system to change the tilemap dynamicly...
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#74006 - genfish - Wed Mar 01, 2006 5:37 pm

i dont understand why people dont use framebuffer mode, i like it :)
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#74019 - Mollusk - Wed Mar 01, 2006 8:26 pm

I find framebuffer mode pretty useless compared to using 8bit or 16bit extended backgrounds...
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#74021 - SeanMon - Wed Mar 01, 2006 8:47 pm

Is it as easy to manipulate the tile as it is to work with the framebuffer? How difficult would it be to have a 2d game with lots of "digging" in dirt (manipulating pixels on multiple tiles)?

#74023 - tepples - Wed Mar 01, 2006 8:57 pm

Dig Dug for NES showed digging through a tile map by replacing tiles with hollowed-out tiles. It can't be that hard.
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#74027 - SeanMon - Wed Mar 01, 2006 9:10 pm

Does that mean a tile is either dirt or empty? I want to do pixel based dirt.

#74029 - Sausage Boy - Wed Mar 01, 2006 9:23 pm

For that purpose, a bitmapped layer for the dirt would probably be best. Manipulating tiles per pixel is hard to do, cpu expensive and very unnecessary.
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#74175 - SeanMon - Fri Mar 03, 2006 3:23 am

Does bitmapped mode allow for sprites and a tiled background, too? Or is only a bitmap?

#74178 - DekuTree64 - Fri Mar 03, 2006 4:56 am

Yeah, you can still use sprites and other BG layers. One of the modes has 2 extended affine BGs, so you can even have 2 bitmaps at once, plus text 2 layers and sprites. So awesome compared to the GBA :)
_________________
___________
The best optimization is to do nothing at all.
Therefore a fully optimized program doesn't exist.
-Deku

#74731 - SeanMon - Tue Mar 07, 2006 5:54 am

Extended affine bgs are bitmapped? not tiled? Also, what are the supported sizes for bitmapped backgrounds?

/me realizes the entire topic consists of my questions