Tell me about the tiles

ZXNet echo conference «zx.grafix»

From Andreas Kaiser To All 12 June 2006

Hello, All I don't know if this is the right section, so moderators, please move it if not I wrote there. Tell me about the tiles. What is it, how are they built, how are they used, and also It’s better to click on the URL (the more the better). Thanks in advance.

From Andreas Kaiser To All 13 June 2006

Hello Surfin' Bird Thanks for the answers, but that's not quite what I meant. I want to know about them organization and use, not how to draw them. Google nothing clear doesn’t talk about this (Yandex sucks), so what kind of documents does anyone have? - I will be very grateful.

From Andreas Kaiser To All 13 June 2006

Hello new art new> Read documents on consoles, for example GBA. Where to get it or at least what item to look for? I read it in Sega at the time - I thought a lot.

From Maxim Mozgovoy To All 13 June 2006

Hello icebear It's still hard to understand, to be honest. A tile is a very ordinary picture. The BMP is rectangular, if you like. And on the Spectrum... hm :) Probably, who knows I wanted to keep this picture in my memory, and I did ;)

From Surfin' Bird To All 13 June 2006

Hello Dimasty Tiles are "tiles". These are the bricks from which the level is built 2D (sometimes 3D) games. Let's take a specific game - Homer Simpson In Russia. Typical example using tiles. The tiles in it are images of MxN familiar places (like 2x2). More tile games: Into The Eagle's Nest, Black Raven, Mario, numerous demos of JPRG, Fire'n'Ice... In short - 90% of Spectrum games, and 90% of 2D games in general. Tiles can be “looped” or “regular”. Looped (seamless) are those that fill the area with them (placing them side by side), the seams between them will not be visible. For example, a grass tile or a wall tile. There are isomeric tiles (2x1 diamond), hexagonal tiles (for strategies) and etc. What else?:) I know a lot about tiles:) And in my life I’ve drawn a whole lot of them, Damn, a bunch on both Spectrum and PC. The gas13 website has a delicious translated tutorial on pixel art (specifically, on The “golden age” of JRPGs - there at the beginning - is just about drawing tiles.

From Vyacheslav Kalinin To All 13 June 2006

Hello icebear ice> Thanks for the answers, but that's not exactly what I meant. I want to know about them ice> organization and use, not how to draw them. Google nothing ice> doesn’t say anything intelligible about this (Yandex sucks), so all of a sudden ice> what kind of documents does anyone have - I will be very grateful. Read the docs on consoles, for example GBA.

From Dmitry Krapivin To All 13 June 2006

Hello icebear Tiles are apparently what is used in isometric toys? Yandex cancelled? and probably Google too... try tile+graphics in it, maybe you’ll get something, I got a bunch about three years ago I dug up some material, it looks like there were even tutorials

From Nikolay Gribeshchenko To All 14 June 2006

Hello icebear ice> I want to learn about their organization and use, not how to use them ice> draw. They are used differently on different platforms. Search by "MegaDrive (any other platform) programming (development)". In bourgeois language - a lot of information. In Russian, accordingly, it’s not enough, but you can also pick it up.

From Andreas Kaiser To All 14 June 2006

Hello, ng_dead ng_> They are used differently on different platforms. Search by "MegaDrive (any ng_> other platform) programming (development)". In bourgeois language - a lot ng_> info. In Russian, accordingly, it’s not enough, but you can also pick it up. ng_> For example: http://www.zophar.net/tech/files/gennotes.txt - enough ng_> sensible, “quick” description of SegaMD. In particular, there is something about tiles. Thank you, of course, but it was for MegaDrive that someone gave me from this forum good document. I didn't smoke it. Google for "tile" starts talk about building web pages (for example, there is such a thing as SiteMesh, so they also use tiles there). I am more interested in issues of working with tiles in code (i.e. how game developers use them).

From Nikolay Gribeshchenko To All 14 June 2006

Hello icebear ice> I'm more interested in issues of working with tiles in code (i.e. how to use them ice> used by game developers) . The term “tile” seems to confuse you. I'll explain it with my fingers. Tile - a picture that is stored in a specific format. They [tiles] usually are combined into sets. For example, on Spec, often used as a set of tiles redrawn fonts are used. Those. the redrawn font is a set of tiles, where one character (8 by 8 pixels) is a tile. You can make sprites out of them, You can draw the playing field (we simply print symbols, even from BASIC). On Sega it’s a little more complicated. There the tile size is also 8x8 pixels, but each a pixel is represented by 4 bits (16 colors), i.e. line of pixels (8 pieces) - 4 bytes, there are 8 such lines, in total the tile takes 32 bytes. Next is compiled table of tiles (roughly: number - address) where all tiles are numbered, and the table sprites where information is stored about what tiles the sprite consists of (numbers from the tile table). There is also a screen map that you can scroll in hardware, which is also built from tile numbers.

From Vyacheslav Kalinin To All 14 June 2006

Hello, ng_dead ng_> You can make sprites from them, you can draw the playing field ng_> (we simply print characters, even from BASIC). IMHO the power of tiles is that they can be mirrored in any direction, that they have a palette (hence color effects are easy and quick to create), redrawing even an entire tilemap takes very few clock cycles (tile scrolling is almost free). It is ideal when the tile map (table of their numbers) is slightly larger in size than the visible area of the screen. For example, 16 pixels wider and higher than the visible area, and this field has coordinates 0-15 changing which and updating the column or row of tiles turns out pixel-by-pixel frame scrolling, this is the case on all consoles. In this way, dandies even made pseudo multi-layering, essentially an analogue specovsky multicolor, the percent follows the beam and after rendering vertically the required number of tiles (or even pixels) changed the coordinates of the map, so in one of Batman made the sky, it looked very impressive on a dandy. And now there is a cool toy about a dolphin, ECCO, so there are more such perversions more. Unfortunately, almost all early consoles had only tile screens, and raster there wasn't. Because of this, racing, simulators and just 3D were extremely difficult to implement It’s difficult, and the pictures and splash screens also had to be cut into tiles. Another important feature of tiles is memory saving, firstly due tosmall number of flowers (usually <=16 per tile), secondly due to the presence specularity.

From Nikolay Gribeshchenko To All 14 June 2006

Hello demon_zx dem> the tile does not have to be 8x8 in size, it can be anything, and that’s trivial dem> sprite. dem> I advise you to follow the link... A sprite is a sprite, a tile is a tile. I advise you to define the terms. who said that the size has to be 8x8?

From Dmitry Vasilievich Terentyev To All 14 June 2006

Hello new art the tile doesn’t have to be 8x8 in size, it can be anything, and it’s trivial that it’s a sprite. I advise you to go to the link www.gamedev.ru

From Vyacheslav Kalinin To All 15 June 2006

Hello demon_zx dem> the tile does not have to be 8x8 in size, it can be anything, and that’s trivial dem> sprite. dem> I advise you to go to the link www.gamedev.ru The worst site for Gamedev, I'm surprised it's still alive. =) There are only trideshniks sitting there, mostly green youths.

From Leonid Khobotov To All 15 June 2006

Hello new art > IMHO the strength of tiles is that they can be mirrored in any direction > that they have a palette (hence, colors are easily and quickly made > effects), redrawing even an entire tile map takes very little > measures > (tile-by-tile scrolling is almost free). Something is not clear here... How is redrawing a map? for example, on the PC under DOS all screens (resolutions) are divided into video page - are we talking about this? I also know that - Many games are written on 3 video pages at once..(the same mega-man on PC and Olly & Lissa 1 on Spectrum (if you look closely you can see how the picture is drawn)) which is quite long and tedious in terms of everything.. Are the video pages tails or are they still sprites? In English how does this translate? The funny thing about the video pages is that they are quickly displayed on the screen.. Almost instantly, unlike displaying pixels on a video page.