TIC-80
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Low BPP flags?
Why are tile/sprite flags disabled on lower BPPs? Is that an intentional design decision?
I can't speak about design decisions but only 512 bytes are allocated to flags in memory. In theory the flags per sprite could be reduced allowing sprites at lower BPP to also use flags.
- 8 flags at 4 BPP
- 4 flags at 2 BPP
- 2 flags at 1 BPP
On the other hand lower BPP adds extra constraints on developers by not having flag support. Which some may like.
well, you can still access them programmatically, but they won't necessarily match up with the sprite numbers.