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Old 23 September 2013, 00:56   #399
Mrs Beanbag
Glastonbridge Software
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Join Date: Jan 2012
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Originally Posted by dlfrsilver View Post
The SNES like the coin-ops, the genesis, and any tilemap system, use that small memory. But it's huge in reality.

Each tile is coded on a byte or a word. if it's coded on a byte, the you can have 65535 tiles (64Kb of video memory).

The memory on the amiga is something else. there is no tilesystem, and if you want one it must be programmed. An amiga would require megabytes of RAM to get the equivalent of a tilesystem like the SNES or a coin-op machine.

The tilemap systems never see or access the graphics. The system get the access and display via the Hex code of a said tile in VRAM.
Apart from the fact that consoles/arcades have dedicated tilemap hardware (which is true), nothing you said there makes any sense.

I'm speaking as someone who has programmed a tilesystem on the Amiga.

If a tile is coded on a byte you can have 256 different tiles. If it's a word you can have 65536 tiles. But you still have to store the tile graphics somewhere and this is exactly the same for a software tilemap implementation.
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