Introduction

Day 1
GBA Hardware

Day 2
"Hello, World!"

Day 3
Input

Day 4
Backgrounds -
  Bitmapped Modes

Day 5
Sprites

Day 6
Backgrounds -
  Tile Modes

Day 7
Project 1 -
  Tetris

Quiz - Week 1

Day 8
Sprites #2 -
  Animation

Day 9
Maps

Day 10
Sprites #3 -
  Animation #2

Day 11
Backgrounds -
  Rotation

Day 12
Sprites #4 -
  Mosaic

Version History

Downloads

Books

Links

Graphics FAQ

GFX2GBA Readme

Games

Projects

Credits

Support

HAM Tutorial :: Day 9 :: Maps

 

Some of you may wonder after looking at this tutorial what the purpose is or how it is different from Day 6. Honestly, there isn't a lot that's different except that today the map size will be 512x512 and you can see how to make a map that can be scrolled around.

We are going to do things a little differently for today's graphics. The reason is that I don't want an optimized palette. If you've been paying attention, you should have noticed that the gfx2gba optimizes the palette by removing colors not used in your images. This is usually fine. Today, however, I want to reference a specific color when I use ham_SetTextCol() and it's much easier to figure out the index number of the color in Photoshop ahead of time.

So, to convert the graphics, type:
gfx2gba -fsrc -m -t8 -x simple_world.bmp

If you look at the gfx2gba readme, you'll see that -x prevents optimizing your palette. You'll also notice that I left out -p<palette_name&g