I was just wondering what the zelda classic tile limit is?
I know tiles are stored in a array.
I was just wondering what the max array length is?
I thought I heard it was 0-65535 so 65536 and the tile horizontal wrap is 16 right?
so a single tile batch is 128x128 or 256?
I aslo know that the nes used 8x8 tiles and not 16x16 so I was just wondering the limits and how ZC worked
Are you asking this in relation to working on the ZC engine (source), or for using ZQuest?
For the source, you'll want to look at tiles.cpp and zq_tiles.cpp along with the related .h files.
None of that has any bearing on using ZQuest (or ZScript) though. In any event, the tile IDs are just an unsigned int, and their internal structure is not available on the user-end. ZC tile organisation has pretty much nothing to do with NES CHR/PRG layout, and in the end, the tiles are bound to combos, to use on-screen, or linked to other objects.
Screen combos are indexed from 0 to 175, from a combo bank, are drawn from the combo pages, a structure that is not truly transparent to the user. ( That has its own, separate limitation set, and is not directly linked to the tile page datum. )
The visual tile pages are just that: visual. Tiles aren't referenced by row/column; but only by ID. The sheet organisation is set up to be convenient to the user, and is mathematically unbalanced.
Max array size for ZScript programming is 214747--having nothing to do with tiles, but you asked--which is the hard system limit for numeric literals (214747.9999, or in some instances, 214748.3648, for 'floating point' decimal places). The Screen->Combo*[] arrays all have a size of 176. ZScript values are stored in signed fixeds, and floating point decimal positions are faked by artificial shifting. There's a wide list of (occasionally somewhat arbitrary) limits, too.
See: http://www.shardstor...alues_(ZScript)
I'm not sure what you're trying to accomplish with the tile pages, so it may be good to clarify your intentions.
Edited by ZoriaRPG, 11 July 2016 - 07:00 AM.