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For people who have some scenes that have more than 192 unique tiles (up to 256 in normal mode and up to 512 in color-only mode) and dont use the default ui system. issues fixed: - The background image compiler would cap at 192 unique tile, not allowing any way to have more tiles even with a plugin fix - Removed ALLOC_BKG_TILES_TOWARDS_SPR definition in the engine as the new allocation hard caps at 192 tiles
…ackground. By default its the same behaviour as GBS 4 which reserve tiles for its default ui and allocate BG tiles upwards in the shared tileset VRAM to prioritise sprite tile overflowing in it. Unchecking both options "Prioritize Sprite Allocation" and "Reserve UI Tiles" will have the same behaviour as GBS 3.
…te Allocation" is on or off.
# Conflicts: # src/lib/compiler/compileImages.ts
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I love this idea. Having more control over tile management would enable a lot of clever trickery |
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Feature: Allows the user to specify the tile allocation style for a background.
By default both options are checked and is the same behaviour as GBS 4 which reserve tiles for its default ui and allocate BG tiles upwards in the shared tileset VRAM to prioritise sprite tile overflowing in it.
Unchecking both options "Prioritize Sprite Allocation" and "Reserve UI Tiles" will have the same behaviour as GBS 3.
What is the current behavior? (You can also link to an open issue here)
Current behavior forces a certain tile allocation, making it hard to have control over the tileset VRAM
What is the new behavior (if this is a feature change)?
2 checkboxes are added under the background selection in a scene allowing to change tile allocation behavior.
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
No breaking changes should occur as the tile allocation will be the same as GBS 4 was by default.
Other information:


Some screenshots