Andersk
New member
Hey folks,
This question has been answered pretty much from what I've found by searching the forum, but I want to see if I can optimize my GameObject tileset. Is there a way to modify NESMaker to allow the GameObject.bmp to a different document dimension? I have an idea for using larger sprites than normal that I want to test out, but of course GameObject tilesets fill up quickly.
I am aware of this: https://www.nesmakers.com/index.php...one-set-of-gameobjecttiles-in-your-game.8358/
Swapping the CHR is no problem for me, as stated in this thread on the forum and would be a good workaround. But I'm wondering if it would be more optimized to just have one tileset instead of swapping?
For example, if I was to have my player 16x24 it would give me only 16 frames of animation on one tileset sheet. So in an adventure game having Idle, Walk animation, etc. I'd have to switch CHR on the fly and animate them which seems like a pain to do, because I would assume I'd have to manually do this with ASM instead of using the built in animation manager, because unlike the asset manager where you can switch between B1 Main-0 to B1 Main-1, it does not allow for switching between GameObject bmp?
But, if I was to extend to a larger GameObject tileset then I could animate off one? I'm having a really hard time explaining this.
Another note:
As I'm writing this I am racking my brain.... If I just animate everything split into the default GameObject tileset dimension on multiple bmp files, then when I switch CHR on the fly would it still retain the data animated from the original GameTile tilesheet and so even though I couldn't visually see it in the editor it would still animate frames of 16x24 going horizontally across the tilesheet?
I do know with original NES programming back in the day they did large sprites by doing background sheets. So if I did an animated tile 16x24 and just used a transparent 8x8 block over the background and give it collision data... Am I over thinking this?
Anyway, I know I'm rambling, I'm just trying to explain what I have an idea for. I hope you can decipher what I'm trying to explain and offer me some advice. I'm comfortable with ASM enough to tinker with scripts and etc. But I'm kinda trying to cheese it by using NESMaker presets and default functions. lol
This question has been answered pretty much from what I've found by searching the forum, but I want to see if I can optimize my GameObject tileset. Is there a way to modify NESMaker to allow the GameObject.bmp to a different document dimension? I have an idea for using larger sprites than normal that I want to test out, but of course GameObject tilesets fill up quickly.
I am aware of this: https://www.nesmakers.com/index.php...one-set-of-gameobjecttiles-in-your-game.8358/
Swapping the CHR is no problem for me, as stated in this thread on the forum and would be a good workaround. But I'm wondering if it would be more optimized to just have one tileset instead of swapping?
For example, if I was to have my player 16x24 it would give me only 16 frames of animation on one tileset sheet. So in an adventure game having Idle, Walk animation, etc. I'd have to switch CHR on the fly and animate them which seems like a pain to do, because I would assume I'd have to manually do this with ASM instead of using the built in animation manager, because unlike the asset manager where you can switch between B1 Main-0 to B1 Main-1, it does not allow for switching between GameObject bmp?
But, if I was to extend to a larger GameObject tileset then I could animate off one? I'm having a really hard time explaining this.
Another note:
As I'm writing this I am racking my brain.... If I just animate everything split into the default GameObject tileset dimension on multiple bmp files, then when I switch CHR on the fly would it still retain the data animated from the original GameTile tilesheet and so even though I couldn't visually see it in the editor it would still animate frames of 16x24 going horizontally across the tilesheet?
I do know with original NES programming back in the day they did large sprites by doing background sheets. So if I did an animated tile 16x24 and just used a transparent 8x8 block over the background and give it collision data... Am I over thinking this?
Anyway, I know I'm rambling, I'm just trying to explain what I have an idea for. I hope you can decipher what I'm trying to explain and offer me some advice. I'm comfortable with ASM enough to tinker with scripts and etc. But I'm kinda trying to cheese it by using NESMaker presets and default functions. lol