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d4s
Posts: 149/325 |
Originally posted by blackhole89 Ah... right... I totally forgot about the tilemaps Anyway, I am quite sure there should be enough space for at least 1-2 more graphics slots.
thats quite possible, yeah. limiting layer 3 to 32x32(iirc, its 64x64 now) and putting the few layer 3 tiles that are actually used during levels into the bg1/2 tilespace would be a good idea aswell. i mean, most of bg3s tileset is used up by the titlescreen thats never used in normal levels, anyway. |
blackhole89
Posts: 602/971 |
Ah... right... I totally forgot about the tilemaps Anyway, I am quite sure there should be enough space for at least 1-2 more graphics slots. |
d4s
Posts: 147/325 |
Originally posted by blackhole89
lots of empty space unknown (garbage?) stuff lots of empty space layer 3 gfx
you call it garbage, i call it tilemap data. im not quite sure if you can afford discarding it. two 64x64 tilemaps plus layer 3, thats already more than 16kbytes. when ive had a look at smws vram organization, i wasnt able to find much unused space. besides, tileset base adressing for each layer is quite limited(only 4 bits per layer), thas making it difficult sometimes to effectively use all the available space.
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blackhole89
Posts: 601/971 |
Actually, with a certain amount of assembly hacking, you could achieve every level to have one more gfx slot for FG and three more for BG. The only limitation you would have to bear is that you couldn't use BG tiles in FG anymore and vice versa.
Here is a little explanation of what you'd have to do:
(Current state of VRAM memory layout) - L1(FG) tiles pointer points here - - L2(BG) tiles pointer points here - FG1 FG2 BG1 FG3 - Sprite tiles pointer points here - SP1 SP2 SP3 SP4 lots of empty space unknown (garbage?) stuff lots of empty space layer 3 gfx
(What you would end up with) - L1(FG) tiles pointer points here - FG1 FG2 FG3 FG4 - L2(BG) tiles pointer points here - BG1 BG2 BG3 BG4 - Sprite data pointer points here - SP1 SP2 SP3 SP4 probably some empty space left here garbage or HDMA-compressed data lots of empty space layer 3 gfx
I'm not quite sure whether I placed the sprite data correctly, but it isn't the thing that matters about the schemata anyway...
I am quite sure this won't be that easy, but it is definitively not impossible. If I ever come to need more gfx space in my hack and code the required stuff, I'll certainly release it here.
Regards, ~blackhole89. |
cpubasic13
Posts: 904/1346 |
You can use my technique for a background also. What I meant was that if you have extra tiles in the BG ExGFX file you can use those blank ones for FG tiles. You just have to add them in the Map16 editor but you obviously know how to do that... |
ExKeeper
Posts: 57/512 |
What I meant was more space for FG + BG at the same time. |
cpubasic13
Posts: 903/1346 |
Wait wait wait. You could just replace the graphics file for the first set of FG files to be your ExGFX file. The only problem there is the fact that all the animations will still have to be there, but you can get a whole bunch more tiles in there for use in the FG. Also, try using the BG file for some FG graphics. |
Xkeeper 2.0
Posts: 281/1091 |
You could try ExAnimation (With only one frame) and replace areas of GFX in FG1 and FG2 that are unused in your level. You only get 4 FG/BG ExGFX slots per level. (And the same goes for sprites. ) |
ExKeeper
Posts: 56/512 |
Is there any way to allow more areas to insert gfx in smw levels in the FG or BG (for FG/BG GFX) |