2018-11-15 13:53:21 +11:00
|
|
|
# Ch 3: Memory and Objects
|
2018-11-18 11:14:42 +11:00
|
|
|
|
|
|
|
Alright so we can do some basic "movement", but we left a big trail in the video
|
|
|
|
memory of where we went. Most of the time that's not what we want at all. If we
|
|
|
|
want to draw something over top of our background without trashing the
|
|
|
|
background memory that's an "object" (but not in the "Object Oriented" sense).
|
|
|
|
You might recall that objects have their own layer that you can enable in the
|
|
|
|
display control register.
|
|
|
|
|
|
|
|
Of course, once we're drawing these objects we'll want some scratch space to
|
|
|
|
work with them a bit, so we'll finally go over the GBA's full memory layout.
|
|
|
|
|
|
|
|
And since most games are pretty boring without an RNG, we'll cover the kinds of
|
|
|
|
RNG that you might want to include in a GBA game.
|
|
|
|
|
|
|
|
Then we'll do something or other that includes moving things and and RNG...
|
|
|
|
which is pretty much any game at all.
|