Log In  


1


The map editor and the last 2 pages of the sprite editor are shared. So if you have sprites on the last 2 pages it corrupts the map editor on the last half.


woah that's weird so how is it not the first 15 sprites then for color cause it's random


1

the bytes are the same but bytes are represented differently on the spritesheet (as colored pixels) than they are on the map (as sprites)


so how does this make sprites? cause if you delete this part of the map it delete's the sprites too


That's what kozm0naut is trying to say. If I'm right he's saying it's the same location of memory that is stored there for both sections it just is displayed different.

I have been told from others that you basically have to make a decision of whether you want more space for sprites or for maps. You can't have both.


1

It’s more of a trade-off than a black and white situation :
Sprites 0-127 have their own space, same for line 0-31 of the map.
After that, you can give up any multiple of four lines of map for one row of sprites per 4 lines of unused map.
Let’s say you give up the last 8 rows of the map :
The usable map height will be 32+32-8=56 rows, and the usable sprites will be 0 to 127 and 224 to 255


Hi! you could use all the sprite space using poke(0x5f56,0x80) to use the remapping map data feature. Yo can't edit the map in the map editor but you can get 128x64 or 256x32 map space and 256 sprite tiles simultaneously.
Best regards!



[Please log in to post a comment]