Gameboy Development Forum

Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)

You are not logged in.

Ads

#1 2024-11-18 11:02:25

Karl_G
New member
Registered: 2024-11-18
Posts: 1

GBDK and large maps questions

Hello, I'm new to GB development, but not to C or retro game development (mostly Atari 2600). I believe I understand the large map example in the samples, but I had a question:

In the example, the map stops scrolling once the edge is reached, but if I instead wanted to use a filler tile once I reached an edge,How could I go about writing a strip of 18 or 20 "filler" tiles to whatever edge that will be scrolled onto the screen? How many can I realistically write during a single vertical blank period?

Thanks in advance for any advice!

Offline

 

#2 2024-11-23 03:01:56

bbbbbr
Member
Registered: 2019-03-04
Posts: 127

Re: GBDK and large maps questions

You can use set_bkg_tiles() to write a strip of tiles.
https://gbdk-2020.github.io/gbdk-2020/d … e999909ec7

In the large map example it takes about 33 scanlines to write the edge strip when scrolling left/right and about 16 when scrolling up/down (if starting outside after). You can use the Event Viewer window in Emulicious for example to see the timing of the vram writes within the frame. It's a very useful way to visualize those kinds of things. You can combine that with a breakpoint to get it to pause execution at what you're trying to look at.

Offline

 

Board footer

Powered by PunBB
© Copyright 2002–2005 Rickard Andersson