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Coding > Using tilebackground for sprites

#92404 - Lick - Thu Jul 13, 2006 11:16 am

Hi all,

I was wondering, what benefit does using a tilebackground for sprites (instead of OAM) have? I am clueless about this, since many professional games seem to do it that way.
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#92417 - Dwedit - Thu Jul 13, 2006 1:49 pm

A tile background would be useful for a very large sprite, greater than 128x128 in size. You can use HDMA and rotation/zooming for graphical effects on the layer. It also frees up space in the sprite section of VRAM.
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#92495 - UncleSporky - Thu Jul 13, 2006 5:51 pm

Would such a tactic be used for something like a fighting game with just a few large character sprites, or would it be best to use the sprite layer and somehow build the characters from smaller sprites?

#92499 - Lick - Thu Jul 13, 2006 5:58 pm

I guess the GBA/DS is a real creative platform, since both ways would work. It's only a matter of what features you need for each layer.

Thanks!
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#92931 - poslundc - Sat Jul 15, 2006 6:30 pm

UncleSporky wrote:
Would such a tactic be used for something like a fighting game with just a few large character sprites, or would it be best to use the sprite layer and somehow build the characters from smaller sprites?


I would use sprites for something like Street Fighter, and stitch the sprites together to form my large character. Remember that if you use background planes you only have four that can move independently of one-another, and if you use two for your two main players that only leaves two for backdrops, HUDs, whatever.

Then again, you could make the background method work as well. There is no one answer here.

Dan.

#92951 - Lick - Sat Jul 15, 2006 10:54 pm

If you put the GUI in sprites, you would still have 4 backgrounds at your disposal. Two used for the characters and 2 for the real 'background'. Well, in any case, I agree that the GBA is so versatile that yes, even stitching the sprites would work!
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