#88034 - gs2phateon - Sat Jun 17, 2006 3:12 am
For the project I'm working on, I'll be using a lot of 64x64 sprite frames for animation. I'm not having any trouble getting the sprites to work, or the animation to run. The problem is, as I was putting in more and more animations, my background tiles were getting messed up. I took out some of the extra graphics files, and the background returned to normal.
Is there a limit to how many graphics data the GBA can hold? My problem wasn't that I ran out of room in the VRAM (I was rewriting the a single sprite every loop to save space and tiles), but it seemed like the background array was being overwritten. Is this what was happening, and if so, how do I fix it? I'm planning on using a lot of backgrounds and animation frames, and if I'm stuck with only one background and a few frames, I won't get very far.
Is there a limit to how many graphics data the GBA can hold? My problem wasn't that I ran out of room in the VRAM (I was rewriting the a single sprite every loop to save space and tiles), but it seemed like the background array was being overwritten. Is this what was happening, and if so, how do I fix it? I'm planning on using a lot of backgrounds and animation frames, and if I'm stuck with only one background and a few frames, I won't get very far.