gbdk-2020 | GameBoy Development Kit |
| download: https://git.y1.nz/archives/gbdk.tar.gz | |
| README | Files | Log | Refs | LICENSE |
commit 7e2f367294a1bb264976872ea89adbefc2110999 parent 08db7c125d65d45181f4cba13ec48ea9bd7ae3cd Author: bbbbbr <bbbbbr@users.noreply.github.com> Date: Tue, 1 Feb 2022 23:12:53 -0800 RLE Map readme fixups Diffstat:
| M | gbdk-lib/examples/cross-platform/rle_map/Readme.md | 8 | +++++--- |
1 file changed, 5 insertions(+), 3 deletions(-)
diff --git a/gbdk-lib/examples/cross-platform/rle_map/Readme.md b/gbdk-lib/examples/cross-platform/rle_map/Readme.md @@ -8,12 +8,14 @@ Demonstrates using rle_decompress to load a compressed tile map into vram. The Tile Map is exported in binary format (one map entry per byte) and encoded in sequential **columns** 20 tiles high. The data is compressed using the `gbcompress` utility using the `--alg=rle` argument. - `../../../../bin/gbcompress --alg=rle level1_map.bin level1_map.rle` + +`gbcompress --alg=rle map.bin map.bin.rle` ## Display -As the program scrolls, a new column is drawn for every 8 pixels scrolled. The Tile Map data is decoded 20 tiles at a time and rendered to the next (just barely off-screen) column on the right. +As the program scrolls, a new column is drawn once for every 8 pixels scrolled. The Tile Map data is decoded 20 tiles at a time (column height) and rendered to the next (just barely off-screen) column on the right. ## Graphics -The tileset graphics are by GrafxKid under CC-0 license: +The tileset graphics are by GrafxKid under CC0 license: + https://opengameart.org/content/cave-tileset-4
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