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Good ideas. It all depends on the game. Often times, you'll be able to get away with simply building everything into atlas textures. As in, if you design your game around scenes (levels), you can load a large texture that includes ALL the textures for that particular scene. The great thing about this is that you can specify X,Y coordinates and generate an address from that. Ideally, you'll want to manually segment VDP1 VRAM into chunks. Say, have 1024 command tables (32KiB), the rest, for textures.
Again, depending on the game, you'll want to do as much of the work before the actual start of the scene. |