#171654 - Tripwire999 - Tue Dec 08, 2009 10:06 pm
Hi guys,
I just started programming the GBA as a project for school. Now i'm having some problems with the background not showing up correctly.
This is my test background image:
http://img99.imageshack.us/i/testpms.png/
And here is my GBA file how it's showing up in visualboy advance:
http://www.mediafire.com/?jdenmyzymgd
I'm using usenti for this. I wanna know if this is a code problem or an export problem? An if it's a code problem how do i solve it? (i will post the code if it is necessary)
#171658 - Cearn - Wed Dec 09, 2009 10:35 am
I think this is an export problem (or perhaps an exporter problem). The image is mostly correct; only some edges are flipped. You've probably used incompatible exporter settings for your affine background. The problem is that affine backgrounds cannot use the full set of tile reduction options (no pal/flip flags). To fix it, use 'affine' with 'pal'/'flip' unchecked, use a regular background instead.
#171659 - Dwedit - Wed Dec 09, 2009 10:47 am
The tiles look like they require horizontal and vertical flipping, and that stuff is not provided by the rotation and scaling video modes.
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#171661 - Tripwire999 - Wed Dec 09, 2009 2:20 pm
Cearn wrote: |
I think this is an export problem (or perhaps an exporter problem). The image is mostly correct; only some edges are flipped. You've probably used incompatible exporter settings for your affine background. The problem is that affine backgrounds cannot use the full set of tile reduction options (no pal/flip flags). To fix it, use 'affine' with 'pal'/'flip' unchecked, use a regular background instead. |
thx man that worked!
#171677 - Tripwire999 - Sun Dec 13, 2009 1:10 pm
Guys i don't get it i still got problems with backgrounds still not showing up properly. I'm using mode 2. Same problem as before! I'm using a 512x512. Map is
http://img213.imageshack.us/i/spacemap.png/
gba file:
http://www.mediafire.com/?edekcjzgjmj
#171678 - Cearn - Sun Dec 13, 2009 2:22 pm
You've run out of tiles. Affine tilemaps only allow 256 unique tiles and it seems your background has about 700 (the generated files should have the exact number). The image may be mostly empty, but the complexity of the planets means that pretty much every one of their tiles will be unique, bumping up the tile-count.
You can try to reduce the complexity, but a better option would be to use text backgrounds, which allow for 1024 unique tiles (and pal-swapping and flipping). Unless you're actually going to use rotations or something, using an affine BG might not be good idea.
#171679 - Tripwire999 - Sun Dec 13, 2009 2:26 pm
ah so that is the problem. Now i don't know what text backgrounds are can you explain a bit or is it explained in the tonc manual?
#171680 - Cearn - Sun Dec 13, 2009 4:21 pm
Text BG == regular BG.. Since your background is 512x512 in size, export in 'sbb' layout to avoid problems with the awkward map layout.
#171684 - Tripwire999 - Sun Dec 13, 2009 8:43 pm
well i tryed exporting with sbb layout, now the background is completely messed up.
EDIT:
Fixed the problem
Last edited by Tripwire999 on Tue Dec 22, 2009 2:24 pm; edited 1 time in total
#171689 - Cearn - Mon Dec 14, 2009 11:22 am
When changing the type of graphics data, you should also change the video settings to match (in this case, video mode and background control).