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>> No.9875354 [View]
File: 39 KB, 513x384, FF4Tiles.png [View same] [iqdb] [saucenao] [google]
9875354

>>9875334
I think you're misunderstanding the diagram I drew. The sprites are stored in your example the same way as what I depicted in my image when you look at them as 8x8 tiles. It stores the top 2 8x8 tiles in the first 16x16 sprite, then the next 2 tiles in VRAM are the top 2 8x8 tiles for the next 16x16 sprite, and so on for 16 tiles total. The next two tiles will be the bottom 2 tiles in the first 16x16 sprite, followed by the bottom 2 tiles for the next 16x16 sprite, and so on and so forth.

When you look at the data in something like Crystal Tile you see this exact behavior as seen in this shot from Final Fantasy 4. You can see the 16x16 sprites are interleaved with the top row of tiles first, followed by the bottom row of tiles. This is how the data is actually stored and how it will appear in VRAM. So to do what you're describing we'd end up with duplicate tiles in VRAM, otherwise the tile order would be off and everything would be screwed up unless there's some way to change how the tile order is read in VRAM that I'm not aware of.

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