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Graphics > A little question about a bitmap with sprites in front of it

#2525 - jenswa - Wed Feb 05, 2003 8:40 pm

is it possbible to get a bitmap in the background when using mode1?

can be sprites be used in mode4?
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#2526 - regularkid - Wed Feb 05, 2003 9:15 pm

Yes, its possible to make a picture in mode1, you just need to cut it up into a bunch of 8x8 tiles use it that way.

Yes, sprites can be used in mode4. They function the same no matter what mode you are in.
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#2527 - Splam - Wed Feb 05, 2003 9:28 pm

Sprites aren't quite the same in every mode. When using a bitmap mode (3-5) the extra vram taken overlaps the obj ram therefore you have to skip the first 512 entries. OBJram = 0x6014000 and the first obj character = 512.

#2529 - regularkid - Wed Feb 05, 2003 10:09 pm

Whoops. Forgot about the VRam issue with sprites when in bitmap modes.
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#2540 - tepples - Thu Feb 06, 2003 3:52 am

It's possible to set up a map and the affine registers so as to make a 120x80 pixel linear bitmap (i.e. one you access as a normal array of pixels, rather than as an array of separate tiles) in mode 1 and 2. This way, you can do text-background stuff and bitmap stuff on the same screen. It's a bit complicated, but I plan on explaining it with source code to an intro using the technique.
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#8985 - www-fmsoftware-info - Fri Jul 25, 2003 5:19 pm

I have a similar problem.

Mode 4 - Bitmap graphics on BG2 with sprites.

The ROM works fine in the Mappy emulator but not in Visual Boy Advance.

Is it Mappy being lenient and ignoring my bad programming! :)


Chris

#8986 - tepples - Fri Jul 25, 2003 5:41 pm

"not" as in a blank screen? Or as in the sprites not showing up? If the latter, then you need to make sure that you only use sprites from 512 on up.
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#8992 - www-fmsoftware-info - Fri Jul 25, 2003 6:17 pm

I get a blank screen in VBA and it working fine in Mappy.

I'll probably use Mode 0 and convert my backgrounds to tiles. This'll probably save some memory too.


Chris

#8994 - ampz - Fri Jul 25, 2003 8:35 pm

tepples wrote:
It's possible to set up a map and the affine registers so as to make a 120x80 pixel linear bitmap (i.e. one you access as a normal array of pixels, rather than as an array of separate tiles) in mode 1 and 2. This way, you can do text-background stuff and bitmap stuff on the same screen. It's a bit complicated, but I plan on explaining it with source code to an intro using the technique.


It is? I'll have to look into that...
I use a few macros to simlulate a linear bitmap...
It could be practical, as well as increase performance, to make it a "real" linear bitmap...
Is suppose it is possible to make a even larger bitmap? 240*160 is impossible, I know, but you can get very close...

#9018 - tepples - Sat Jul 26, 2003 4:50 pm

It is possible to get a 120x160 linear mode-1 bitmap with a vcount interrupt switching chr banks. However, mode-1 bitmaps are still subject to the same 2-pixel access restriction as mode-4 bitmaps.
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#9646 - Cyrare - Tue Aug 12, 2003 4:57 am

www-fmsoftware-info wrote:
I get a blank screen in VBA and it working fine in Mappy.

I'll probably use Mode 0 and convert my backgrounds to tiles. This'll probably save some memory too.


Chris


Hello all,

Do you mean, the only solution for a splash screen in mode 0-2 is to display 600 different tiles ??

#9649 - tepples - Tue Aug 12, 2003 5:57 am

Yes, you need 600 tiles to cover the entire field with unique tiles, but you don't always have to. Look at NES games. Their title screens typically use about 100 different tiles to cover 896 map spaces. Key is that they were drawn such that tiles would be re-used often.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.