- 367
- Posts
- 6
- Years
- Seen Nov 16, 2024
Hi, I am using pokecrystal for a hack, and have been using the tutorials on the wiki to add features to my game engine. I've updated the code to use 256 map tiles, and use attribute files rather than tilemaps, but I've got some maps I've been working on that will need more tiles than that.
I know it is possible to use the $80-$FF tiles in vram banks 0 and 1 for map tiles, but I don't know how to go about doing that. Does anyone have any advice on how to do this? I know Polished Crystal (and also vanilla Gold/Silver) have the font and NPC animation tiles share a section of vram, and that would help free up some tile space, but I don't know what all I'd need to do to implement this. I'm also not sure how I'd go about adding those tiles into vram to be used for the maps either.
If anyone could give me some pointers, it would be much appreciated. Thanks!
I know it is possible to use the $80-$FF tiles in vram banks 0 and 1 for map tiles, but I don't know how to go about doing that. Does anyone have any advice on how to do this? I know Polished Crystal (and also vanilla Gold/Silver) have the font and NPC animation tiles share a section of vram, and that would help free up some tile space, but I don't know what all I'd need to do to implement this. I'm also not sure how I'd go about adding those tiles into vram to be used for the maps either.
If anyone could give me some pointers, it would be much appreciated. Thanks!