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Continued Scaling Issues
  13th May, 2018
I'm fairly sure I can make a draw-buffer work on the 3DS, but it seems I have a limit of 256x256 pixels due to my ongoing memory issues.
For the Desktop side of the Framework, I typically work with buffers of 1024x1024, so that's a 1/4 scaling thing from the get-go.

On the 3DS Framework, sometimes it uses full sized PC images when they're small enough, whilst other times it refers to smaller 1/4 sized scaled down images.

This is more or less the same issue on the buffer's side of things, and I kinda knew going in that that might be a complication in proceedings.

-=-=-

The issue now, however, is that because everything is scaled to a smaller buffer, I'm going to need to use an awful lot of scaling methods in order to draw exactly the same images at exactly the same co-ords, on the two different buffers. (PC vs 3DS)

Imagine, if you will, a tilemap of 16x16 sprites being drawn onto the PC's 1024x1024 buffer. That gives me a grid of 64x64 tiles.

If I draw those same tiles on the DS's 256x256 buffer, then I only get a tilemap size of 16x16 tiles. This is less than ideal, given that even a 64x64 tilemap isn't really all that big.

On the other hand, I could scale down the tiles on the 3DS, so that I'm drawing a 64x64 grid of 4x4 pixel tiles over the 256x256 pixel buffer.
But then I'm dealing with 4x4 pixel tiles, and .. Eeek!

Quite where I go from here, I'm not sure, but I'm hopeful that I can figure something out.
If not, I'll just have to draw tilemaps the old fashioned way, and have oodles of sprites all over the place!

Views 12, Upvotes 1, 13th May, 2018
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