Closed kouta-kun closed 4 months ago
I always wonderered why there were gaps and assumed it was just some weirdness with the tiles themselves... I haven't needed affine backgrounds myself yet so didn't run into this problem yet.
I'm happy with a kludge fix for now.
I'm planning on refactoring backgrounds entirely to look a bit more like ObjectUnmanaged
and remove the current link between background tiles in vram and the background itself. That should allow for easier effects and management of vram. I've got a branch for it here which I'll probably finish after game jam season.
So if it fixes the current API I'll be happy to take it. Would you like to create a PR for it? The solution you have there seems perfectly reasonable to me and I'll make sure to integrate it in my refactor when I get round to completing it :)
@gwilymk I've created a PR for it now :)
Fixed in #735
At least in mGBA, affine tilemaps leave a gap between each tile as they are being set with a "tile setting" of 0 which goes unused in affine backgrounds. This can be reproduced with the "affine_background.rs" example.
In mGBA debugger: Notice how there is a gap between tiles in the map view.
This can be fixed by applying the following patch to display/tiled/map.rs, however it is sort of a kludge and a restructuring of the
TiledMap
might be a better solution. https://github.com/kouta-kun/agb/commit/cf2b8be6e0535b269b1fa5fa0bac8389c68afd52After applying the fix, it now looks like this: