Bregalad wrote:
The SNES can only have 2 16 colour BG and 1 4 colour BG at best. I know a lot of GBA games that relies on 3 or more 4 colour BG. But however, the GBA BGs lacks the priority bit of the SNES, which also makes them less powerful.
In my opinion, it makes complex layering easier on the GBA. Assuming Mode 0 on the GBA, imagine having a cave level with stalagmites and stalactites composed of two foregrounds (one to cover the main sprites, one to go behind them) a standard background for the level itself, and a parallaxing far background just for kicks. Instead of having one BG map (for the stalagmites and stalactites) where I need to know which bits to flip in VRAM before writing tile data, I can just make two separate layers in VRAM and be done with it. That's the trade off I see. Instead of doing priority on a per-tile basis, the GBA just gives you more BGs to work with.
Espozo wrote:
Really? So if you had a two 64x64 sprites next to each other to form a 128x64 sprite then you would only use one of the scaling/rotating perimeters?
You could, but it wouldn't work out the way you wanted. If you had something like
this and you tried to have them use the same scaling/rotation parameters, you'd end up with something like
this result if you tried to simply rotate them by 45 degrees. You wouldn't end up with the
result you intended you get. To get the intended result, you could scale them by 45 degrees each, then manually calculate the X-Y position that the red one should be. Obviously though, that cuts into CPU cycles, but depending on what you're doing, going manual may not be bad.