But I never had a problem loading more wavs at once into memory, Marios Combo Bounce uses three wavs at once, so maybe something else is causing the crash...
:unsure: @trooper: even if it is a 8bit map??
@quiest: my fpg is about 1 mb in size and I just use one...
It is possible to make a map (for a level, so it must be that large) that needs less
memory... Like putting the scroll map when the game is running , so using a map that is just 360x280 or so, would this cause slowdown? Remember i don´t want to reput it every frame but only the frames when the level scrolls, so if the player walks right with a speed of 5 pixels the map is reputted every third frame, it should also be possible to make the distance of reputting larger whith only a change of size of the main map but it would need more speed then...
So tell me is this possible on Gp32 or would it cause to much slowdown?
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