Class Tiles
- Namespace
- GB
- Assembly
- GBSharp.Framework.dll
Loading tile data into VRAM.
public static class Tiles
- Inheritance
-
Tiles
- Inherited Members
Remarks
There are two tile regions, not three. The background and window share one; sprites have their own. LoadBackground(byte, byte, byte[]) and LoadTiles(byte, byte, byte[]) are deliberately the same operation under two names: one for code that thinks in layers, one for code that thinks in tiles, and neither costs anything the other does not.
Fields
BytesPerTile
Bytes per 8x8 tile, at 2 bits per pixel.
public const byte BytesPerTile = 16
Field Value
MaxTiles
The number of tiles a layer's VRAM region holds.
public const byte MaxTiles = 255
Field Value
Methods
LoadBackground(byte, byte, byte[])
Loads background and window tiles. Same as LoadTiles(byte, byte, byte[]).
[Native("gbs_bkg_load_tiles")]
public static void LoadBackground(byte firstTile, byte count, byte[] data)
Parameters
LoadSprite(byte, byte, byte[])
Loads sprite tiles, which live in their own VRAM region.
[Native("gbs_sprite_load_tiles")]
public static void LoadSprite(byte firstTile, byte count, byte[] data)
Parameters
LoadWindow(byte, byte, byte[])
Loads window tiles.
[Native("gbs_win_load_tiles")]
public static void LoadWindow(byte firstTile, byte count, byte[] data)
Parameters
Remarks
The window draws from the background's tile region, so this writes the same VRAM as LoadBackground(byte, byte, byte[]). It exists so window-only code can say what it means.