#177683 - chickendude - Thu Nov 29, 2012 5:06 pm
My next question is about how to handle non-8x8 tilemaps. I made a simple demo using 32x32 tiles, but i soon realized that while in theory my tiles were 32x32, in practice i just had a bunch of 8x8 tiles arranged to form a 32x32 sprite. I suppose that's just how the hardware works, but it makes my map data 16x larger! Instead of:
I've got:
I was just wondering is that general practice? Coming from the z80, it seems like a huge waste of space and i'd rather write an "extraction" routine to build the tilemap of 8x8 tiles using my first, much smaller (and easier to manage) tilemap.
And to sneak in another little question, if i may, are there any major differences between the GBA and the NDS that would make reading NDS (assembly) source less useful if my main goal is to write for the GBA? There seem to be a few NDS demos and even some complete games written in assembly, whereas for the GBA i haven't found all that much (i guess i'm probably about 10 years too late).
Code: |
.byte 0,0,0, etc. |
I've got:
Code: |
.byte 0x0,0x1,0x2,0x3, 0x0,0x1,0x2,0x3, 0x0,0x1,0x2,0x3, etc.
.byte 0x4,0x5,0x6,0x7, 0x4,0x5,0x6,0x7, 0x4,0x5,0x6,0x7, etc. .byte 0x8,0x9,0xA,0xB, 0x8,0x9,0xA,0xB, 0x8,0x9,0xA,0xB, etc. .byte 0xC,0xD,0xE,0xF, 0xC,0xD,0xE,0xF, 0xC,0xD,0xE,0xF, etc. |
I was just wondering is that general practice? Coming from the z80, it seems like a huge waste of space and i'd rather write an "extraction" routine to build the tilemap of 8x8 tiles using my first, much smaller (and easier to manage) tilemap.
And to sneak in another little question, if i may, are there any major differences between the GBA and the NDS that would make reading NDS (assembly) source less useful if my main goal is to write for the GBA? There seem to be a few NDS demos and even some complete games written in assembly, whereas for the GBA i haven't found all that much (i guess i'm probably about 10 years too late).