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Step 6. Calculate the size of VRAM and the size of the table stored in VRAM, and confirm that the table can be stored in VRAM. Step 7. Select to use VRAM. Step 8. Create a character pattern and pattern name table. Step 9. Create other VRAM tables.
Step 10. Define priority and color operations taking into account sprite data.
Step 11. Set special functions. Step 12. Consider the story, reconfigure the screen, redefine and reconfigure VRAM and registers.


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