icurafu
The Hallucinogenic Elf
bigtrouble77 posted on Apr 8 2006 at 08:18 AM said:Here's some further research (I hope this link works):
http://72.14.203.104/search?q=cache:jxWTtT...=3&client=opera
It may be a good idea to follow GBA specs for this project as it will be a great indicator of performance.
Some interesting Specs:
* Tiles on the GBA: 8 pixels by 8 pixels
* GBA Screen resolution: 240x160 (30 tiles x 20 tiles)
* If you were to create a side scrolling game with a level that was 10 screens long and 5 screens tall:
- 2400x800 = 300 tiles x 100 tiles = 30,000 tiles in the level 1 tile = 64 bytes
- 30,000 tiles x 64 bytes = 1920000 bytes = approximately 2 Megs for one level!
So, I'm going to go back to the drawing board with these specs in mind. The good news is that the majority of the doc confirms what i've already suspected. It's nice to have some confirmation of these details, tho.
If anyone has experience with isometric systems I'd love to ask some questions here.
Here's some advice I can offer since you are at the beginning, maybe it might be a little helpful.
You have to remember that like onions, these sort of games have layers. On my zelda clone, I used 5 layers. So each tile would be 5 layers x (8 hight x 8 width) x 32 bits of colors = 5120 bits = 1280 bytes.
the memory buffer should have about ((30+2)x(20+2))x2 tiles at once when using double buffering. Thats +2 for the tiles at are written outside the viewing area. Also I think ther is an extra one for diag, but that depends on how you do it. So 1408 tiles.
so 1280 x 1408 is 1802,240 bytes, or less then 2 megs. So you should not restrict the size of your levels because of your fear of the size of the maps.
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