Originally posted by ChaoticFoxCould you maybe explain the sprite making part a little better? I don't understand how to set up the tiles.
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Originally posted by Iceyoshi
Originally posted by Iceyoshi
To draw sprites on the screen:
You either draw an 8x8 tile, or 16x16 tile. (For 8x8, write small in the last tag and for 16x16, write big).
Anyway, first you write the X co-ordinate. 00 being the most left, and F0 being the most right. The value MUST end in a zero.
For the Y co-ordinate, you either write from 06-F6 (must end in an 06!). 06 being the most top, F6 being the most bottom.
Then there's a tile number - use the 8x8 editor for reference here. For a 8x8 tile, you can directly write the tile number. For a 16x16 sprite, you specify the top-left tile only.
After that, you write the YXPPCCCT byte for the sprite. Y = vertical flip, X = horizontal flip, PP = priority bits, CCC = palette # and T is the graphics page. These are in binary, so convert it back to hex when you're done.
The last tag is for the tile size. I said said earlier, writing small makes it an 8x8 tile, and writing big makes it a 16x16 tile.
If you follow that, then this is what it would be:
[sprite=1](0,06,00,0)
That should draw it.
The first 0 is the x position, the second is the Y position,the third is the tile number, and the 4th is the YXPPCCCT.
If you want to draw a 16x16 tile, than you'd out the word "big" at the end.
So if we wanted to draw a mushroom in the top right corner, we'd do this:
[sprite=1](0,06,24,4)(10,16,25,4)(20,26,34,4)(30,36,35,4)
That would draw a mushroom in the top-right corner. But that's using indivisal 8x8 tiles.
Because a mushroom is 16x16 (made out of 4 8x8 tiles), you could do it a lot quicker, like this:
[sprite=1](0,6,24,4,big)
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