LoginLogin
Nintendo shutting down 3DS + Wii U online services, see our post

BGPUT 0

Root / Programming Questions / [.]

MZ952Created:
So, this is a different kind of question because I'm not really asking to solve a particular problem, but do we know exactly why no image is displayed for BG character 0? I'm thinking that maybe if I understand that better, I'll be able to use BG tiles better. It seems to me that having no image for BG tile 0 is a drawback. To cover the screen in writeable BG tiles, you can't do a regular loop through from 0 to whatever, you've got to offset on either the x or the y axis, which I think wastes a lot of BG tiles. (Crap, didn't know I can't edit the title after posting. If some VIP wants to edit the title to, like, BGPUT character 0, that'd be great) Edit: I think I should elaborate a little more on why I think it's a waste. Say you want to display an image consistent over multiple BG tiles. BG character 0 has no image, so you're stuck with not using either a whole row or column of the BG page.

I think the point is that tiledata of 0 is forced to represent empty transparent space by default so there's guaranteed to be an "empty" tile. If you use tile 0 and use attributes it will display, it's just if the tiledata bitset itself is entirely 0.

I think the point is that tiledata of 0 is forced to represent empty transparent space by default so there's guaranteed to be an "empty" tile. If you use tile 0 and use attributes it will display, it's just if the tiledata bitset itself is entirely 0.
cool

It's probably to avoid rendering empty tiles. BG layers always exist, so if tile 0 was rendered, it would always be displaying 15*25*4*2 polygons (with the default layer sizes) Anyway just add #BGROT180+#BGREVV+#BGREVH to the tile id.