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Found 1 result

  1. Hello everyone, You might remember one of my previous posts about extreme usage of Video RAM (VRAM) as extra RAM for the game and I decided to do a simple test to see if it worths more investigation. The idea is to use a variation of Graphic Mode I ( 1 charset, 32 pairs of colors for the entire charset, and a limited number of sprites) in a way to free up as much consecutive VRAM as possible for other purpose. DAY 1 After an entire day thinking and calculcating, I came up with the following potentialy interesting VRAM is structure. With a very limited sprites usage, a dynamic map of 96x128 tiles can be stored in 12K of the 16K available. Only 14x12 tiles can be shown on screen at once, each tile rendered as 2x2 characters (32x32 pixels). DAY 2 The following ROM file is a demonstration of the scrolling effect based I've imaged for this test. Depending on where the player is on the map and where (s)he is going, the window scroll or not accordingly allowing to reach every tile of the map. The player's movements are always completed to stop on a tile, never partial tiles, which may feel a bit odd the first time you try but it's an important part of the game mechanics I've in mind. day2.zip
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