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General Discussion / Re: Some questions about 8 bit NES artwork
« on: August 24, 2014, 01:36:13 pm »
Me bookmarking this mostly cos of what Kasumi says.
This be something I was told when doing my CPC projects too. I somehow got into thinking 256 tiles was the absolute limit but it ain't. The CPC coder folks told me I can have multiple banks of them (depending on memory obviously, as using tape/disk sort of media rather than cartridge) but I wasn't as limited as I thought.
Quote from: kasumi
There's a lot of nuances to even this, though. Like... Kirby is using more than 256 tiles in any level where it's animating water or clouds or whatever because it's swapping out part of the set of tiles to get the next frame of the animation. It's not even necessarily correct to say only 256 tiles can be DISPLAYED at once. Kirby's HUD is actually a totally different set than whatever the rest of the level is using, so if the current "scene" is using a bunch of tiles the HUD might push it over 256 and that's fine.
This be something I was told when doing my CPC projects too. I somehow got into thinking 256 tiles was the absolute limit but it ain't. The CPC coder folks told me I can have multiple banks of them (depending on memory obviously, as using tape/disk sort of media rather than cartridge) but I wasn't as limited as I thought.