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Graphics > Sprite mapping - 1D or 2D

#59570 - SittingDuck - Wed Nov 02, 2005 7:05 pm

What is the advantage of using 2D tile mapping? It just makes matters awkward.

#59595 - poslundc - Wed Nov 02, 2005 8:51 pm

SittingDuck wrote:
What is the advantage of using 2D tile mapping?


It could potentially be useful if your planning is closely tied to your implementation, or if you have tools that export data specifically for that format.

Quote:
It just makes matters awkward.


Don't use it, then.

Dan.

#59661 - gauauu - Thu Nov 03, 2005 3:58 am

Yeah, I've found it to be useful, working with a system where I have different sized sprites, and only swap sprites out of video memory in large chunks (1/4 of sprite memory at a time, for example).....

Then, when doing the graphics work, I can put the whole "chunk" into a single image, and convert to data as one big unit, without having to convert each sprite separately.

I'm not 100% convinced I'm doing it the optimal way, but it ended up being easier using 2d in the way I'm doing it.

#59672 - tepples - Thu Nov 03, 2005 6:36 am

gauauu wrote:
Yeah, I've found it to be useful, working with a system where I have different sized sprites, and only swap sprites out of video memory in large chunks (1/4 of sprite memory at a time, for example)

Watch Super Mario 3, Kart Fighter, or Kirby's Adventure in an NES emulator with a pattern table display (Nintendulator or *shudder* NESticle), and see other games that use the same technique.
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#59676 - DekuTree64 - Thu Nov 03, 2005 7:04 am

I've never found any situation where 2D mode was more useful on GBA. Every time I've tried to come up with a use on it, it turned out to be at least just as easy to arrange my data for 1D. I guess it was just dragged along from older systems, although I don't know why those older systems would bother with it either :)

2D mapping is useful on the DS with bitmap sprites though, to display a large bitmap spread over several of them.
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The best optimization is to do nothing at all.
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