Quote:
Originally Posted by Mixel
Another thought.. does the existence of foreground tiles on the map use extra ram? If so does reusing the same tiles in the fg layer repeatedly use up less? There are some places I’ve done uneccessarily elaborate stuff on the foreground layer, if it uses ram in the same way as the other map layers that’s fine but if not I can probably simplify things.
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Each foreground tile also stores the background image that it's underneath so that it can be blitted extremely quickly (it only blits overtop of things behind it when there's actually something behind it), but it doesn't store any redundant graphics so it should be fairly trivial.
If you check the size of the ".gfx" files (1.gfx for your first level, 2.gfx for your second level etc), that will tell you how much chipram they're consuming, since those files get loaded straight into chipram without decompression.