![]() ![]() I took a break from adding the VRAM tracking code and enemy display to support camera lock editing. ![]() March 06, 2016, 11:33:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.) Then I can display it in the event editor so you can double check what graphics are loaded and also makes it straightforward to display the enemy sprite at the current event. I'm thinking of scanning all events up to the current one and loading up the VRAM. I'll take a look at the VRAM loading now. It has a few hacks in the code which aren't very pretty. Got it working for 8x8 (small) and 16x16 (large) tiles. March 02, 2016, 11:50:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.) Then I can move on to maintaining all of VRAM so I can draw any enemy whose tiles have been loaded properly. Now I need to add transparency and load the right palette.
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