05-18-2023, 03:47 AM
(This post was last modified: 05-18-2023, 08:03 AM by winteriscoming.)
I was apparently wrong about how many tiles there are in tile ram. A newer version of vdmgr than I had been using has a visualizer for tile ram. I noticed it was showing 512 tiles in tile ram and commercial games are definitely utilizing them.
I don't know if this was just my misunderstanding and misuse of how tiles are handled in the C framework or if they're legitimately not handling more than 255 (due to using u8 instead of u16).
There are definitely 256 total tiles available and I can see how a sprite and scroll planes are assigned to tiles for numbers higher than 255.
Edit: Apparently it was just a misunderstanding on my part thinking the limit was 256 tiles. The functions in the C framework do appear to support values up to 511 (so 512 when 0 is included).
Edit 2: I see in the Ahchay tutorial that it mentions that the tile limit is 256: https://ahchayblog.wordpress.com/2018/03...my-pretty/
That was my starting point and I never questioned it.
I don't know if this was just my misunderstanding and misuse of how tiles are handled in the C framework or if they're legitimately not handling more than 255 (due to using u8 instead of u16).
There are definitely 256 total tiles available and I can see how a sprite and scroll planes are assigned to tiles for numbers higher than 255.
Edit: Apparently it was just a misunderstanding on my part thinking the limit was 256 tiles. The functions in the C framework do appear to support values up to 511 (so 512 when 0 is included).
Edit 2: I see in the Ahchay tutorial that it mentions that the tile limit is 256: https://ahchayblog.wordpress.com/2018/03...my-pretty/
That was my starting point and I never questioned it.