Using Two Tilesets Simultaneously

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DSherm99
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Using Two Tilesets Simultaneously

Post by DSherm99 » Sat Sep 15, 2018 1:38 pm

I used the "View PPU" function in the fceux emulator while testing a NES Maker game, and noticed that there was space for another tileset. Here are some pictures, using the Adventure and Platformer games as examples:
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Out of curiosity, I checked the PPU on a few other NES games, including Mystic Origins, and found that the space was completely used:

Mystic Origins:
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Zelda 1:
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So I was wondering if, in the future, we could use two tilesets on a screen simultaneously. That would certainly be helpful.
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dale_coop
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Re: Using Two Tilesets Simultaneously

Post by dale_coop » Sat Sep 15, 2018 3:19 pm

I think it's for paths! You can add/use paths (cf tutorial videos)
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Mihoshi20
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Re: Using Two Tilesets Simultaneously

Post by Mihoshi20 » Sat Sep 15, 2018 3:39 pm

The section your have circled is used for path/auto-tiles. I made a diagram during the beta which laid out all the PPU sections and what they were for. Granted it was made before the HUD was editable, of which it is now.

Zelda 1 is SNROM/Mapper 01 in which it is capable of partially swapping out sections of the video ram. UNROM/UNROM-512 to my understanding doesn't have this capability. The entire tileset would have to be swapped out. Granted, through some assembly editing though another tileset could be substituted for the paths block, like for instance more screen tiles.
PPU_chart.png
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Convoy_Avenger
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Re: Using Two Tilesets Simultaneously

Post by Convoy_Avenger » Sat Sep 15, 2018 3:40 pm

2 Rows are for paths, and 1 row is for screen specific tiles.

Edit: Nath'd
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DSherm99
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Re: Using Two Tilesets Simultaneously

Post by DSherm99 » Sat Sep 15, 2018 5:07 pm

Thank you all for clearing that up. It would be handy, though, if NES Maker had an option to switch out path tiles for more screen tiles.
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TheNew8bitHeroes
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Re: Using Two Tilesets Simultaneously

Post by TheNew8bitHeroes » Mon Sep 17, 2018 5:50 pm

Oh, it certainly WOULD be handy. However, path tiles can create comprehensive, complex shapes that would take MANY rows of tiles to create, whereas you couldn't fit as many tiles in the same space as you could paths data wise.

This was very calculated over 5 years of using it, how to maximize and make flexible the graphics banks available in the most diversified way. One could always get in and wrangle with the code for advance use :-)
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