Tiles allocation - For tilemap and sprites
Posted: Mon Sep 07, 2020 10:11 am
Greetings,
I am dealing with huge detailed dinamically loaded maps (each time you advanced 8 pixels, its a horizontal scrolled game, the backward tilemap column is updated with new tiles and displayed as the new forward column).
But I detected I don´t have enough tilemap memory for 320x208 screen (the last 8 pixels is an out screen column that is the one to be updated on the fly), if I load more tiles, these are loaded into sprite tile memory by a tiny amount. Sometimes there are few or no duplicated tiles. The displayed map is based on load the tiles for the 40 on screen tile columns and update these tiles as needed, using a 320x208 VRAM memory space, or 320x216 to enable movement to the left and right.
Also, the 96 tiles used for font letters are not needed in my game; I can free up these to bring additional 96 tiles as sprite tile data.
How can I reallocate the VRAM memory reserved for map tiles and sprite data?
Thanks in advance,
I am dealing with huge detailed dinamically loaded maps (each time you advanced 8 pixels, its a horizontal scrolled game, the backward tilemap column is updated with new tiles and displayed as the new forward column).
But I detected I don´t have enough tilemap memory for 320x208 screen (the last 8 pixels is an out screen column that is the one to be updated on the fly), if I load more tiles, these are loaded into sprite tile memory by a tiny amount. Sometimes there are few or no duplicated tiles. The displayed map is based on load the tiles for the 40 on screen tile columns and update these tiles as needed, using a 320x208 VRAM memory space, or 320x216 to enable movement to the left and right.
Also, the 96 tiles used for font letters are not needed in my game; I can free up these to bring additional 96 tiles as sprite tile data.
How can I reallocate the VRAM memory reserved for map tiles and sprite data?
Thanks in advance,