07-09-2024, 09:40 PM
(This post was last modified: 07-09-2024, 09:41 PM by DerVVulfman.)
Exactly.
If I had a 500x500 map, but used ye "001-Grassland01" classic RTP tileset, that tileset is only 24.1K in size being loaded into memory. But if I had a 200x150 map and used Inquisitor's tileset, that 1.43 "MEG' file must be loaded into memory. While it is true the size of the map itself plays into the memory usage, that memory would may be related to the autotiles, panoramas, fogs, and other errata added such as Show Pictures and stuff.
The only time a map REALLY causes an issue would be when a contemporary 'Mode7' script is in play. Most every Mode7 script I have seen (1) reads the map, and (2) draws the ENTIRE map as a bitmap file in memory. So a 500x500 map from Mode7 would generate a 16000x16000px bitmap in memory. This is not how the default Tilemap class works (but that is a whole different and technical subject).
If I had a 500x500 map, but used ye "001-Grassland01" classic RTP tileset, that tileset is only 24.1K in size being loaded into memory. But if I had a 200x150 map and used Inquisitor's tileset, that 1.43 "MEG' file must be loaded into memory. While it is true the size of the map itself plays into the memory usage, that memory would may be related to the autotiles, panoramas, fogs, and other errata added such as Show Pictures and stuff.
The only time a map REALLY causes an issue would be when a contemporary 'Mode7' script is in play. Most every Mode7 script I have seen (1) reads the map, and (2) draws the ENTIRE map as a bitmap file in memory. So a 500x500 map from Mode7 would generate a 16000x16000px bitmap in memory. This is not how the default Tilemap class works (but that is a whole different and technical subject).