#16409 - ramirez - Sun Feb 15, 2004 2:29 pm
Ok, I am sure that I have misunderstood something, or I don't have reliable info, but this is bugging me out so here I go.
For tile modes, you save your tile data into these character blocks, sized of 16KB (16384 bytes), say that you use text background layer and 4-bits pixels (16-color palettes obviously).
This means that every tile takes 32 bytes of space. Ok, then, when I do a simple calculation
16384/32, I get 512, so this means you can have 512 different tiles (at most) per character block.
The thing is that, text background layers has 10 bits reserved for tile index.
2^10 = 1024
What's the point having support for 1024 unique tiles, if you can only store 512 per character block?
Am I missing something here? Or don't I have the right info?
Is the one bit unused? Or does it use the tiles from next block if index is bigger than 512?
It all makes sense for rotating/scaling background layers, since you can only have 256 unique tiles (8 bits per tile index), and you can only use 8-bit pixel tiles (which is 64 bytes per tile).
16384/64 = 256
I'd appreciate if someone clarified this.
For tile modes, you save your tile data into these character blocks, sized of 16KB (16384 bytes), say that you use text background layer and 4-bits pixels (16-color palettes obviously).
This means that every tile takes 32 bytes of space. Ok, then, when I do a simple calculation
16384/32, I get 512, so this means you can have 512 different tiles (at most) per character block.
The thing is that, text background layers has 10 bits reserved for tile index.
2^10 = 1024
What's the point having support for 1024 unique tiles, if you can only store 512 per character block?
Am I missing something here? Or don't I have the right info?
Is the one bit unused? Or does it use the tiles from next block if index is bigger than 512?
It all makes sense for rotating/scaling background layers, since you can only have 256 unique tiles (8 bits per tile index), and you can only use 8-bit pixel tiles (which is 64 bytes per tile).
16384/64 = 256
I'd appreciate if someone clarified this.