Defaulting to 5 is simple enough if it makes that big of a difference for you. No noticeable difference on my machine though. Done.
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Is it possible to store memory for tiles off screen, and then scroll the background removing the need to load in positions into 2116 and then the tile into 2118?
So what I need to do is hijack the routine that basically loads 7E0604 and gets the Tilemap data, correct? So would I have to drop how it gets the value from VRAM and make it read from ROM instead. Then transfer that from ROM to RAM to VRAM?
210B/210C gets stored twice it seems. Each resulting in '11' as the byte.
So would it be like Tile Number = 49 * 8 * 2 = 490 (Which is actually where 'I' is stored in VRAM)That part is correct.
Does this apply to all background layers?
All that's setting the Tile Base to $0000 in VRAM and then the tilemap to $1000. I think that's what I've seen anyway.
So it picks the letter '49' (I) from 7E0604. It's 49 08 now and that gets used as the index for tilemap entry and placement on screen basically?
Edit: Semi off topic in a way, but isn't Tilemap editing for a sprite basically it's Sprite Assembly? So isn't this essentially just a background layer assembly/construction to put into other terms?
Regarding your waning interest in games, all I can really say is, there are thousands and thousands of them out there. Try something different, or drop gaming for a while and focus on that music! Variety is where it's at -- too much of any one thing will always lead to burnout.
I have to disagree. Although I almost never play games I'd never want to go back to having the OS and programs on an HDD. Everything's just so much smoother. (It also makes less noise)
I'm not sure HOW it takes that value from VRAM and uses it to get the actual tile from VRAM.