Author Topic: Help on collision for tilemaps  (Read 14220 times)

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Offline Magic Banana

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Re: Help on collision for tilemaps
« Reply #30 on: June 09, 2010, 12:20:30 am »
So, even if everything is drawn in monochrome, games that are graphic intensive will still take a whole lot of clock cycles, with or without Full? It will still run the rest of the program faster though if Full is used, but just not 2.5x fast, right?
I do sprites and stuff, so yeah.

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Offline Quigibo

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Re: Help on collision for tilemaps
« Reply #31 on: June 09, 2010, 12:53:37 am »
No, just the opposite.  Graphic intensive programs are going to be doing a lot of sprite drawing, especially when they have to draw to 2 layers, so those are going to be sped up and the screen is only updated at the end of all that.  On the other hand, if you only draw a few sprites, but still update the screen constantly, you won't get much of a speed increase using Full since most of the cycles are being spent refreshing the screen which takes a fixed amount of time regardless of speed.
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Offline Magic Banana

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Re: Help on collision for tilemaps
« Reply #32 on: June 09, 2010, 01:05:21 am »
Ah, alright I think I got it now. So it's just when DispGraph is called a lot that programs slow down, because there is no way to speed that up. So, as long as DispGraph (or DispGraphr) is called only a few times, it doesn't really matter how many sprites you draw, because none of them are displayed until you tell it to display it on the LCD. So the only reason for slowdown on the grayscale graphics is (besides the obvious extra space) because of the extra calls to DispGraphr and DispGraphrr, right? This is making a lot more sense now.  :)
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13