I’m been learning about tiles and scrolling for the several days. I had trouble understanding addressing screenblocks and scrolling.
http://www.coranac.com/tonc/text/regbg.htm
Thats a pretty good explanation.
The example code from all_in_one was pretty hard to understand too. I put iprintfs in scroll4wayText to help me understand better what was going on. Bitwise ands aren’t something I’ve spent much time with so I had to spend a while figuring out what was going on with them. How they were used wasn’t as complex as I had feared. I still don’t understand the first part of this.
bgTemp[(offset_x & (bgWidth - 1)) + (iy & (bgHeight - 1)) * 32] =
Layer1024x1024Map[offset_x + iy * mapWidth];
I can visualize what I assume its doing but I can’t read it and understand the math. I’ve actually looked at the values of different things and still don’t quite get it.
I’m not going to worry about it for the moment and work on actual ground tiles. I going to experiment and try to find a style that I like. I need to work on pixel art in general.
Need to learn more about audio and audio compression on the ds. Wave files seem to be enormous. I didn’t think I’d be so limited. I haven’t worked with audio files in general. I’ve just used the ones included in nwn1-2. Sands of Destruction uses voice acting so I know it must be possible to include a large amount of audio. I’ll have to use the flash card to load it. I don’t know how slow that will be yet. Preloading to expansion ram might be another opinion.
The tile editor that comes with Pro Motion is able to find tiles in images. It was pretty entertaining to load up the metroid images from the coranac example and randomly change a level around.