How graphic assets exactly work?
Posted: Sun Mar 22, 2015 9:27 pm
Hello. Im new one here and with sega genesis development at all.
Im managed to go through some examples and got some outputs, but some things bothers me.
How exactly that rescomp stuff works?
For example if i want make map for game like this one should i create one big png which looks like map and rescomp will somehow know how to make it in map?
For first try i made every tile in its own png file and drawed map from array information. Is this right way to do it?
Also if i want to make tile sheet like this how im supposed to cut every piece in its own image or which structure is more suitable for this case?
By the way i want to draw map in background(like PLAN_A) and units as sprites. In this way array info is helpful as i can easely know on what terrain unit is standing and i can additionaly give advantages or disadvantages to it.
As 40*30 tiles is needed to fill whole screen and i dont need huge maps i possibly can get through background without updating it. But how im supposed to give animation for background tile like water?
Also how im going to make sprite animation sheets? I of course seen them in sprite demo, but how im going to map them from png file? Or all this stuff is done before rescomp in some usefull programms?
Also VDP_drawImage - does it automatically sets pallettes, knows to not load same images on VRAM or should i better do this stuff on my own?
Also can i use 16*4 colors from RGB palette or i need to use some specific ones as i heard sega have 512(or so) colors only.
Thanks for reading and answering all this easy questions which arent covered in mystical way.
Im managed to go through some examples and got some outputs, but some things bothers me.
How exactly that rescomp stuff works?
For example if i want make map for game like this one should i create one big png which looks like map and rescomp will somehow know how to make it in map?
For first try i made every tile in its own png file and drawed map from array information. Is this right way to do it?
Also if i want to make tile sheet like this how im supposed to cut every piece in its own image or which structure is more suitable for this case?
By the way i want to draw map in background(like PLAN_A) and units as sprites. In this way array info is helpful as i can easely know on what terrain unit is standing and i can additionaly give advantages or disadvantages to it.
As 40*30 tiles is needed to fill whole screen and i dont need huge maps i possibly can get through background without updating it. But how im supposed to give animation for background tile like water?
Also how im going to make sprite animation sheets? I of course seen them in sprite demo, but how im going to map them from png file? Or all this stuff is done before rescomp in some usefull programms?
Also VDP_drawImage - does it automatically sets pallettes, knows to not load same images on VRAM or should i better do this stuff on my own?
Also can i use 16*4 colors from RGB palette or i need to use some specific ones as i heard sega have 512(or so) colors only.
Thanks for reading and answering all this easy questions which arent covered in mystical way.