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Archived Activities / Re: WayForward Contest #3: Background artist (tiling)
« on: March 15, 2006, 08:15:27 pm »"What's with the 16x16 tiles? GBA has 8x8 tiles natively and i am pretty sure you can flip horizontally and vertically and it's still the same tile, no matter how you flip it (noflip / x / y / x,y = same tile). You can not rotate tho. and why only 10 palettes and not the full 16? I guess reserve for hud or something? Could you clarify?"
When we build levels, we do so with 8x8 tiles but 16x16 matrixes. Level building is done in 16x16's not 8x8s. Horizontal flips do not eat up additional tiles, but vertical do - that's GBA. As for the 10 pallette rows, that's just the number I decided on.
I just checked the AGB documents (official Nintendo guide to GBA Specs) and tiles CAN be flipped BOTH horizontal and vertical unless you use background modes which allow rotation and scaling, in which case you can not flip tiles at all.
This only horizontal flip thing is simply not true, whoever told you that is talking out of their ass.
And personally i think limiting yourself to 16x16 tiles when in the end it will be 8x8 tiles is a bit silly.
example:
4 8x8 tiles. Using hv flipping i made 12 16x16 tiles and there are way more possibilities. Calling this 12 tiles is silly because the gba handles them as 4 tiles and not 12. Using your restrictions you are not using the possibilities of your tiles to the fullest.
If the restriction is just to test how artists can cope with them i guess it's ok, but using stuff that makes sense for the platform you work on would make more sense imo.
I totally agree with ptoing here... I was gonna mention about horizontal AND verticle flips... but I guess ptoings already said it...