Here is an overview of each chip and its properties. Let’s start with the cartridge chip. This controls the amount of data you can store in your game’s disk. The first panel controls the Tilemap Chip. This allows you to change the width and height of the tilemap for your game.
The columns (width) and rows (height) are based on sprites. So a tilemap of 256 columns would be 2048 pixels wide. The tilemap can only be as small as the resolution allows. There is a maximum of 256 columns and 256 rows.
The second panel manages the number of sprites you can save on the disk. Each page contains 256 sprites. You can have a maximum of 8 pages for a total of 2048 sprites.
The last panel handles the disk size and the number of save slots you can have.
Changing the maximum disk size affects how big your game can be when it is exported as a .pv8 disk. If your game’s assets are too big you will not be able to create a PV8 disk. You can still work in any game project regardless of its size so you can still work to get it under the size limit or increase it based on your game’s requirements. Finally, you can define the number of save slots your game can have. This is part of the GameChip’s API and will limit the number of data slots available to the game at runtime for saving state data between play sessions.