Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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I've been recreating snake for the gameboy with the gbdk, and I am having trouble with the background loading correctly.
The tiles that have been loaded into vram look like corrupted versions of the ones I made.
Here are the Tiles in vram, what the original tiles look like, and the map I made for it: https://imgur.com/gallery/yzAaC
Here is the first bit of my code here:
#include <stdio.h> #include <gb\gb.h> #include <gb\drawing.h> #include "Sprites\ShockedFace.c" #include "Sprites\BlinkFace.c" #include "Sprites\SnakeTiles.c" #include "Maps\SnakeMap.c" void main(){ //Setup Variables int x = 75; // Our beginning x coord int y = 75; // Our beginning y coord //Setup Sprites SPRITES_8x16; set_sprite_data(0, 8, SF); set_sprite_tile(0, 0); set_sprite_tile(1, 2); move_sprite(1, 75 + 8, 75); move_sprite(0, 75, 75); SHOW_SPRITES; //Draw Border set_bkg_data(0, 53, STiles); set_bkg_tiles(0, 0, 20, 18, SnakeMap); SHOW_BKG; DISPLAY_ON
Any help would be appreciated!
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Try looking through this thread:
http://gbdev.gg8.se/forums/viewtopic.php?id=525
They had similar issues with tile data initially. I believe it was a result of some incorrect export options from the tile/map editor tools.
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Sorry, but I got the same results as before. I may have just didn't change the right thing, or I don't know what i'm doing well enough.
When I was looking at the c file for the tiles and it looks like it's doesnt match, but that may just be me talking: https://imgur.com/a/m7eZ6
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Nvm, I just used common sense and changed it from 0 to 0, to, 0 to 53....
Thanks for the help though!
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