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>> No.9875401 [View]
File: 67 KB, 1184x469, chuck.png [View same] [iqdb] [saucenao] [google]
9875401

>>9875354
I misread your diagram, and frankly i don't really understand what you mean by tile order/interleaving in this case. ex the chocobo's head when using the top-left tile will be a single 16x16 no? using tile ids 0, 1, 16, and 17 in a square shape, the body directly next to it would use 2, 3, 18, and 19. but it doesnt have to be that way, the tiles that comprise individual 16x16s can be stored on any 8x8 boundary as long as they are square
i probably look incompetent enough already (and maybe im still misunderstanding you), but the long and short of it is you dont need to duplicate the green, yellow, grey, and light green tiles in vram to make this work. inspect the sprites in an oam viewer with bsnes or mesen and you will see a lot of games overlay tiles like this (smw's chargin chuck does it while running, the bottom tiles are overlaid like so, and these sprites draws 8x8s and 16x16s from all over the bottom half of vram)

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