Friday, 24 March 2017

Tiles

At the moment I have a means of scrolling but nothing to actually scroll, other than some colourful stripes. Now I do like playing with pretty patterns, probably a little bit more than would be considered 'normal', but that's not getting the job done.

I mentioned tiles before as a way of drawing a background but didn't go into any detail. What are tiles and why do we need them?

Insert groutuitous tile pun here


A tile is simply a small graphic image, that can be drawn on screen with other tiles to build up a larger image. There's a brief discussion on Wikipedia here.

The advantage of using tiles is that it can dramatically reduce the memory requirement of a large image such as a background. This works best for images that contain many repeated elements.

To build the image, we need a map that specifies which tiles go where. This could be a simple two-dimensional array of numbers, with each location in the array corresponding to a location in the image, and the content of each location in the array specifying a particular tile from the tileset.

How big should the tiles be? There is a trade-off to be made between image size and memory use. What I'm trying to achieve is a background that's something like the one from Time Pilot '84, big enough to look interesting, and without eating up too much memory.

The Time Pilot '84 background is pretty big, 2048 x 2048 pixels judging by images I've found online. At an arcade speed of 60fps, it takes over 30 seconds to scroll all the way across, one pixel at a time. If the tiles were 8 x 8 pixels then the tile map would need to be 64K in size. 16 x 16 pixel tiles would bring that down to 16K, still too big as I would like to fit at least a demo into a 32K machine.

How much background could I fit into, say, 4K?

An 8 x 8 tile requires 16 bytes in PMODE1. We need a good selection of tiles to make an interesting image, so let's say 64 tiles for now. That would require 64 x 8 = 1K, leaving 3K for the tilemap, which lets us have an array of 64 x 48 bytes.

So the final background image would be 8 x 64 = 512 pixels wide and 8 x 48 = 384 pixels high. At the intended speed of 25fps, it would take about 20 seconds to scroll all the way across. That sounds like a reasonable size so I will go with that. If later in the project I find I have more memory available I will have the option of making the map bigger.

For initial testing, I generated the tileset and tilemap by hand, just by typing in fcb directives containing very simple patterns. Clearly this is not going to be very practical for anything complicated, so I would need to get hold of some tile editing software.

I looked around, not really sure what I was looking for. Eventually I settled on Tile Studio by Mike Wiering. For me, the killer feature is the scriptable output, allowing auto-generation of source files for any language. The visuals are a bit on the small size, making it less suitable for designing small tiles on HD displays, but other than that, I find it gets the job done and doesn't get in the way of what I want to do.

Of course, it doesn't matter what tools you use as long as you like using them. The best tools are the ones you know how to use. (And the ones you borrowed from work. They're the best ones as well.)

My artistic skills are somewhat limited but I was able to create a nice-looking background fairly quickly:

Cool. But what is it?


I've used around 90 different tiles, meaning I've overshot the budget a little, using up about 4.5K in total. Still pretty impressive though, considering that the uncompressed image would take up 48K of memory.

As the map is intended to wrap around both horizontally and vertically, the features at the edges have to line up with each other, so I've saved myself a bit of work by placing water across the left & right edges.

One problem with tiled landscapes is trying to avoid repeating patterns. For example if I had used the same 'dirt' tile throughout the cratered landscape, it wouldn't look very convincing as the eye easily picks out repeating features. The trick here is to have five or six different dirt tiles and randomly fill the area with them. That breaks up the repetition enough to hide any patterns. Tile Studio has a random fill function for this very purpose and I would imagine other tile editors have it too.

I should probably confess that I didn't draw the craters from scratch. These are simply colour-reduced-messed-about-with versions of something I liked the look of, just to get a quick result. It could all change when I get to spend more time on it.

Tile be back


OK, we now have several boxes of squeaky new tiles piled up in the hallway and there's just the small matter of sticking those bad boys to the wall. You will need adhesive, a spreader, tile cutter and beer. Three of those are metaphors...

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