Originally posted by imamelia
Wait...over a full Map16 page? How many different coins do you have?! Can't you just use ExGFX for GFX33 or overwrite the original animation with ExAnimation on a per-level basis?
Originally posted by Kaijyuu
I use conditional map16 for my collectible coins and it works well enough. Problem is I've lost over a full map16 page to said coins since I sometimes need to change their graphics based on the level. Each new coin with unique graphical settings costs me 2 tiles (one for "normal" graphics and one identical to a normal coin on the next page). Close to trivial for mere coins, yes, but if someone were to do something more ambitious than I...
Wait...over a full Map16 page? How many different coins do you have?! Can't you just use ExGFX for GFX33 or overwrite the original animation with ExAnimation on a per-level basis?
I added these coins after I had built the majority of my levels. So, I had to go through every level and figure out where in the hell I could fit 4 tiles and a workable palette to use for them. I wasn't going to change the exgfx if I didn't have to. Also, I do different behavior with them based on the low three bits of the map16 number, so each new version potentially uses up 8 (16 counting the "collected" version) tiles.
And it's barely over half a map16 page, but since I have to put normal coins on the next page for the "collected" ones it doubles the amount of space I use.