Re: Theorical question about the sprites
Posted: Mon Feb 22, 2016 5:55 pm
This is how you *should* load the background data :
So here you can see tiles for planB are locatd at 'ind1' and tiles for planA are located at 'ind2'.
So now you can use tiles starting at 'ind' to store the sprites tiles (using 30000+ as index is crazy as it actually takes a tile index position and not a VRAM address
)
Code: Select all
ind = TILE_USERINDEX;
...
u16 ind1= ind ;
VDP_loadTileSet(rebrol.tileset, ind, TRUE); // tileset for first background is located at ind1
map1 = unpackMap(rebrol.map, NULL);
ind += rebrol.tileset->numTile;
u16 ind2 = ind ;
VDP_loadTileSet(rebror.tileset, ind, TRUE); // tileset for second background is loaded at ind2
map2 = unpackMap(rebror.map, NULL);
ind += rebror.tileset->numTile;
// you only need these lines
VDP_setMap(VDP_PLAN_B, map1, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind1), 33,0 );
VDP_setMap(VDP_PLAN_A, map2, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind2), 0,0 );
So now you can use tiles starting at 'ind' to store the sprites tiles (using 30000+ as index is crazy as it actually takes a tile index position and not a VRAM address
