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	<title>Comments on: Lesson 4 is FINALLY out</title>
	<atom:link href="http://www.liranuna.com/lesson-4-is-finally-out/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.liranuna.com/lesson-4-is-finally-out/</link>
	<description>Just another coder</description>
	<pubDate>Fri, 21 Nov 2008 03:54:14 +0000</pubDate>
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		<title>By: LiraNuna</title>
		<link>http://www.liranuna.com/lesson-4-is-finally-out/#comment-6478</link>
		<dc:creator>LiraNuna</dc:creator>
		<pubDate>Tue, 01 May 2007 15:51:28 +0000</pubDate>
		<guid isPermaLink="false">http://liranuna.drunkencoders.com/lesson-4-is-finally-out/#comment-6478</guid>
		<description>What I meant is the map structure in memory, 32x32x4 (64x64 tiles/512x512 pixels) instead of a normal 64x64 map. This would be discussed on the next lesson.&lt;br /&gt;I didn't include any more info about it to not get into details and go offtopic :P</description>
		<content:encoded><![CDATA[<p>What I meant is the map structure in memory, 32&#215;32x4 (64&#215;64 tiles/512&#215;512 pixels) instead of a normal 64&#215;64 map. This would be discussed on the next lesson.<br />I didn&#8217;t include any more info about it to not get into details and go offtopic <img src='http://www.liranuna.com/wordpress/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /></p>
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		<title>By: sylvainulg</title>
		<link>http://www.liranuna.com/lesson-4-is-finally-out/#comment-6477</link>
		<dc:creator>sylvainulg</dc:creator>
		<pubDate>Tue, 01 May 2007 14:50:19 +0000</pubDate>
		<guid isPermaLink="false">http://liranuna.drunkencoders.com/lesson-4-is-finally-out/#comment-6477</guid>
		<description>a nice shot. Still, i'm perplexed by your claim about "problems rises when your backgrounds are not sized 32×32" ...  32x32 what ? tiles i guess, since most BG will be way over 32x32 pixels, right?

In the case of a BG over 32x32 tiles (that is, 256x256 pixels, right?) we could reprogram tiles offscreen so that the player thinks it faces e.g. a 512x32 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 512x512 pixels (512x256) being enough imho.

Or did i compeltely miss what you thought as "rising problems" ?</description>
		<content:encoded><![CDATA[<p>a nice shot. Still, i&#8217;m perplexed by your claim about &#8220;problems rises when your backgrounds are not sized 32×32&#8243; &#8230;  32&#215;32 what ? tiles i guess, since most BG will be way over 32&#215;32 pixels, right?</p>
<p>In the case of a BG over 32&#215;32 tiles (that is, 256&#215;256 pixels, right?) we could reprogram tiles offscreen so that the player thinks it faces e.g. a 512&#215;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 &#8220;mode 0&#8243; and &#8220;mode 2&#8243; features BGs up to 512&#215;512 pixels (512&#215;256) being enough imho.</p>
<p>Or did i compeltely miss what you thought as &#8220;rising problems&#8221; ?</p>
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