I was talking about the lastest version of the project.
Here's what I meant:
- In your project, all the sprite data is stored in the files "sprRaw.h" and "sprRaw.s"
- In "minish.c", you add the sprite data in the executable (#include "include/sprRaw.h")
This increase the size of the executable.
- The executable is gonna be loaded in RAM, that means you're limited in terms of data.
- The GBA has 256kb of RAM and 96kb of VRAM, not a whole lot.
A GBA cartridge has a max size 32mb, plenty of space to store data (sound, gfx, ...).
- To allow more diversity in ressource, you only load what you need, when you need it.
You do this by fetching data from the cartridge and transfering it into RAM, freeing memory
when you dont need it anymore.
example: the hero goes from the overworld to a dungeon.
-step 1: freeing the overworld tileset and map from RAM.
-step 2: loading the dungeon tileset and map from the cartidge
I hope that I explained my point well this time.
I could be wrong though, I don't pretend to be an expert.
Thanks for the feedback and cool beans about the DS development. It would be helpful to myself and others if you would post your code sometime - it'd be neat to see what you have accomplished and helpful in how it likely covers a different set of coding challenges.
I was actually thinking about doing a tutorial. I'll probably post something when the project has more meat to it.