> > Pfff. Three pages for the screen construction??? One is enough if you
use
> > flipping (disabling the screen), and otherwise two will do fine. The
third
> > page can then be used for pattern- and characterdata etc., and the third
> > page is entirely left open for additional things like more in-game
> graphics
> > and animations. In that case I prefer complex over simple.
> >
> > (however I still think the PA3 engine is cool, don't worry)
>
> Think it's a waste of space? well, the screen is about 20x22 tiles, so
that
> leaves plenty of room on all sides. We have the font, characters and other
> game gfx (not the gfx set and enemies) fitted into page 1 and 2, around
the
> maps. Page 3 (and a bit of page 2) is completely free. here we store the
GFX
> sets and the enemy data. I mean, really, why need more room? what would
you
> store there? the GFX sets can't be expanded because they can't be larger
> than 255 tiles. That leaves plenty of room for enemies.
Whoops, sorry, misunderstood. I thought page 2 was used as alternate page
(for screen buildup), and page 3 was used as a third layer, copied over the
sprites. It's kind of stupid, now I come to think of it, actually. No
programmer is THAT lazy, to use an entire page to avoid having to calculate
the overlay co-ordinates in the tilemap and copy the overlay in pieces of
8x8 instead of in one go.
Forget my statement, please?
~Grauw
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