Yes! After the long waiting time, it’s finally out. The lesson covers multiple BGs and scrolling.
Lately I got more time to myself, so I’m able to continue on the lesson series.
I hope lesson 4 would help people to see the hardware is not as frightening as they might think it is.
Lesson 4 is located HERE.
a nice shot. Still, i’m perplexed by your claim about “problems rises when your backgrounds are not sized 32×32″ … 32×32 what ? tiles i guess, since most BG will be way over 32×32 pixels, right?
In the case of a BG over 32×32 tiles (that is, 256×256 pixels, right?) we could reprogram tiles offscreen so that the player thinks it faces e.g. a 512×32 tiles sidescrolled level, while the actual screen is only a bit larger than the display. Still, we will have trouble as the DS screen is just 256 pixels large (not ~240 like the GBA ^_^), but hopefully enough, the “mode 0″ and “mode 2″ features BGs up to 512×512 pixels (512×256) being enough imho.
Or did i compeltely miss what you thought as “rising problems” ?
What I meant is the map structure in memory, 32×32x4 (64×64 tiles/512×512 pixels) instead of a normal 64×64 map. This would be discussed on the next lesson.
I didn’t include any more info about it to not get into details and go offtopic