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Post by audreyhepburn on Jul 12, 2021 17:16:11 GMT
Hello, I'm brand new to Game Development / PC Engine game development but I've been lurking here for a while. I've created my own PC Engine emulator, so I've got a fairly good understanding how a pc engine works but I'm running an issue creating a background map for my game. I'm very much NOT a designer / graphics person so I kind of suck understanding Tiled.
So, the problem is I have a large image I want to use as a background for my battle scenes and I would like the background to be scrollable, but the image is so large it takes up most of my VRAM. I know Tiled can create a map that I can load with .incbin but I'm not entirely sure how to programmatically load the "tiles" where they belong without explicitly hard coding where each "tile" should go. If anyone knows where I can get this info from it would be greatly appreciated.
Relevant Info about my project: Using PCEAS
- Using PCEAS
- Programming in ASM (followed Chris Covell's tutorials, if you happen to stumble upon this, thank you)
- Using Windows 10
- Using Mednafen for debugging
Non-relevant info about the project: - Will release a demo if anyone is interested when the battle system is complete (scrollable battlefield)
Here is a link of a small battle and the background I would like to be able to scroll: imgur.com/a/bm1Pe5t
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Post by DarkKobold on Jul 12, 2021 17:48:51 GMT
I'd suggest going with Cosmigo Promotion - even if you are using PCEAS, there's code you could port from HuC's libraries for loading tile maps, available in ASM. You've clearly got tons of duplicate tiles that could be optimized away.
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Post by audreyhepburn on Jul 12, 2021 18:33:41 GMT
That was actually a very helpful, thank you!
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