I'll skip the technical explanation , [...]
That must be from the limit: 16x32x64x128?
i didnt know that there was a 128?
i only know a bit of palib so there might be a workaround
I'll give the technical explanation
I use the Sprites3D of palib, in order to have more sprites on the screen. The amount of memory available for the textures (i.e. the graphics of the sprites) is 256x256 pixels, although one part of 128x128 pixels is used for Juni and the dialog window.
Why COs whose
area* is bigger than 128x128 won't be considered as sprites? Because I need to store the image of the sprite on the VRAM of the DS, and I only have those 256x256 pixels free. Note that I already use two VRAM banks for the textures, but one bank contains the background.
Why COs whose
area* is bigger than 64x64 (128x128) won't be animated? Because I need to update the image every certain frames, and I have limited CPU time to do that (although I am sure I can do some optimizations somewhere...). Besides, some CO animations are pretty big, and the DS have 4MB who are shared by the data, the music, the sprite animations...
(Nevertheless, I am sure there are plenty of optimizations to do somewhere, but I want to finish the game and to provide a good user experience... OK, I am a bit lazy
)
*Actually, I have implemented a system that allows rectangular sprites, so sprites with strange sizes such as 16x640 are allowed