If you look closely, the first four sprites in VRAM correspond to the Player 1 car. Well, as some have already guessed, the sprites for almost everything in Pocket League are larger than 8x8 pixels! They’re actually 4 sprites each, so 16x16 pixels. Whoa! Let’s ignore the bottom left quadrant – those are the background sprites, and we can talk about that in a bit. If you’re playing along at home on BGB, you can right lick the game, then go to Other -> VRAM Viewer. I’m sure that was word salad, so lets open up BGB and look at the VRAM (video memory). The Gameboy can perform simple transformations for sprites, such as flipping it along the X or Y axis (or both), change the palette, or move it from foreground to background.Up to 40 sprites can be on screen at the same time.Only when a sprite is assigned a tile and the sprite is moved to a coordinate position on the screen is it displayed.Graphics are stored in 8x8 tiles, which can then be assigned to a sprite.A Gameboy’s display is 160 (width) x 144 (height) pixels.More specifically, how sprites work, as they’re ultimately more interesting than how I made the backgrounds for the game. Today I’d like to talk a bit about how the graphics for Pocket League work. I’ll bring up other tools as their knowledge is required. It’s tested on PC using BGB, but it also runs on a real Gameboy.įor the purposes of this blog, all the code was compiled with the help of GBDK and ran on BGB. I should mention that Pocket League is written in C using the Gameboy Development Kit 2020.
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