Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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Hi,
This is my first step in GameBoy development and I encountered a problem displaying an image in full screen...
I don't know if I was on the right track but I had to optimize the image to repeat the tiles and have a full screen image.
Here is the result:
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I managed to place an image in full screen with the draw_image() function of drawing.h.
But I ran into a problem regarding an animated sprite.
They are displayed at the top of the screen.
I have attempt to hide these by placing a black square sprite on these but there are a limit. Apparently I go out of memory for the GB.
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well, game boy (DMG) VRAM may hold up to 384 tiles, both for the background and sprites. normally game boy can display 256 tiles on the background. if you consume 360 tiles for the background using some base address switching trick ("APA mode" in the GBDK-2020), you have only 24 tiles left for the sprites. so, you have to compromise to fit the hardware limitations. you can make animations to your sprites by reloading the tile data within those 24 tiles, for example.
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Oh thanks man, I don't have though to reduce the amount of tiles loaded in same times you save my project! Thanks a lot
Here the result:
Really thank you.
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