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PostPosted: Tue Dec 13, 2016 5:22 am 
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Joined: Mon May 27, 2013 9:40 am
Posts: 326
I personally use 16x16 metatiles for level data and collision. I store the screens using RLE and decompress when the player enters the room (which may be 2 scrolling screens or 1 screen).

The decompression routine updates both VRAM *and* a metatile buffer in RAM, which I later use for collision. The size of this buffer is pretty manageable in the built-in 2Kb of RAM. I've never run out of RAM.

16x16 metatiles are mapped. They reuse the same patterns once and again so I can have the variety I need while keeping the room size small.

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