Author Topic: Best sprite size on the TI-83 series (tilemap)  (Read 7195 times)

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Offline TIfanx1999

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Best sprite size on the TI-83 series (tilemap)
« on: January 06, 2009, 11:49:03 pm »
Just out of curiosity sake, which size do you prefer? Take into consideration that this would likely be used in a non-action type game. I like 16x16 as the sprites are more detailed, but I hate that you see so little of the screen. 8x8 gives you a nice area in which to move around and lets you see plenty of the screen, but the sprite detail is LOW. 12x12 is in between, but seems kinda meh to me. Anyhow, I was wondering what other peoples thought on this were.

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #1 on: January 07, 2009, 01:03:46 am »
i prefer 8x8 when you want a lot of stuff in the same screen and precision, but I like 16x16 too because it's easy to make sprites/tiles based on some games. As for 12x12 the problem is that then you can't work with xLIB tilemapper
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metagross111

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #2 on: January 07, 2009, 01:42:46 am »
for simpler games, i would go for 16x16 so it would look nice.

Offline Speler

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #3 on: January 07, 2009, 12:33:23 pm »
I use 8x8.  But 16x16 is sometimes just as good an option.

Offline simplethinker

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #4 on: January 07, 2009, 04:19:47 pm »
I like 8x8.  16x16 looks nice but is too bulky (you only get 4x6 instead of 8x12 on the screen).  As for 12x12, the tilemap would be 5x8 which is a fair intermediary, but you would be wasting 4 rows of pixels (although you could use them for something like a border).  Plus t's not a simple task to write a routine to display Rx12 sprites (I think).
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Offline kalan_vod

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #5 on: January 07, 2009, 05:31:37 pm »
I go for 8x8, not too much detail..I have no pixel art skills, so I stay away from 16x16 XD

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #6 on: January 07, 2009, 06:49:49 pm »
for 12x12 you must put your sprites/tiles in 16x12 slots and to display a map you do it tile by tile (can be slow)
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Offline Madskillz

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #7 on: January 10, 2009, 03:39:46 am »
Well for me I always finding it more beneficial to use a multiple of 8. You can get some decent stuff with 8x8 but like you said the quality is low. Again stated alread 16x16 is more detailed but you wont be able to have a whole lot viewable on the screen but imho is your best option for quality and ease. So I guess it depends on what type of a tilemap you are creating.

Offline Jon

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #8 on: November 28, 2009, 01:11:47 pm »
Actually, 12x12 would be arguably only as slow as 16x16; you're still shifting 2 bytes around to draw the tiles.  The only difference is that you're ignoring the righthand 4 bits, a process that takes one AND command (1.3 microseconds)

Offline Galandros

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #9 on: November 28, 2009, 01:43:34 pm »
Actually, 12x12 would be arguably only as slow as 16x16; you're still shifting 2 bytes around to draw the tiles.  The only difference is that you're ignoring the righthand 4 bits, a process that takes one AND command (1.3 microseconds)
But 12x12 sprites means more sprites to handle in the screen. It will be definitely slower than 16x16.
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Offline JoeyBelgier

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #10 on: November 28, 2009, 02:20:32 pm »
Still depends on the sort of game tho..
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Offline Galandros

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #11 on: November 28, 2009, 04:19:32 pm »
I have been thinking in exploring 10x10 sprites. Or, who knows, 8x10 or eventually 10x8.
Depending on what I do the remaining pixels could be filled with some border.

Is there any works of 10x10 sprites?

Have you seen the 12x12 with 16x16 sprites combination of upcoming Sonic game in UTI forums? Those graphics are awesome. They are worth some minutes looking at them.

I am doing some sprites work. ;) I have some projects holding until I discover the sprites and I am stocking what I can find, rip and do.
I will eventually share the collection.
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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #12 on: November 28, 2009, 05:06:12 pm »
Actually, 12x12 would be arguably only as slow as 16x16; you're still shifting 2 bytes around to draw the tiles.  The only difference is that you're ignoring the righthand 4 bits, a process that takes one AND command (1.3 microseconds)
Keep in mind that here we talked about BASIC + ASM libs, though. There are no ASM libs for BASIC that does 12x12 tilemaps. The only way to do this is to draw the map sprite by sprite, which is much slower.
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Offline mapar007

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #13 on: November 29, 2009, 07:09:29 am »
You can try your hand at writing your own lib...  ;)

Offline DJ Omnimaga

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Re: Best sprite size on the TI-83 series (tilemap)
« Reply #14 on: November 29, 2009, 04:54:01 pm »
Yeah, except personally I did try ASM several times and learned for a while back then and I just wouldn't get anything past Day 2 (except the definitions of XOR/OR/AND/Overwrite)
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