From
Andreas Kaiser
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.