Is it possible to scale the size of each tile or the entire tile map when you draw it?
I would want this tile map (CEmu screenshot)

To look like this (Edited Image)

and after a lot reading all posts with the word "tile" in the main post, three different wikis/documentations, and seeing all tilemap related commands in the command documentation I decided I would just ask here. I tried scaling up the textures but that increased the size by about 10 times, which isn't worth it because I'm not even using the extra resolution I get by scaling up the tileset.
From what I've seen I don't think this is possible without changing the texture size, but maybe there is and I just can't find it.
If this is possible, how can I accomplish this?
I don't know ICE, so I'm not familiar with its graphics routines. I know how I'd do it in assembly, but it'd probably be poorly optimized by the compiler to do it in ICE Sad Basically, loop through the graphics buffer pixel-by-pixel and map the coordinates to a specific tile and coordinates within a tile. Read that pixel data and plot it to the screen. At work, so I can't go into detail atm, but the slow way uses division, the fast way uses rational representation, and either way is complicated to code.
Xeda112358 wrote:
I don't know ICE, so I'm not familiar with its graphics routines. I know how I'd do it in assembly, but it'd probably be poorly optimized by the compiler to do it in ICE Sad Basically, loop through the graphics buffer pixel-by-pixel and map the coordinates to a specific tile and coordinates within a tile. Read that pixel data and plot it to the screen. At work, so I can't go into detail atm, but the slow way uses division, the fast way uses rational representation, and either way is complicated to code.


I can understand what you're explaining, I'm currently learning z80 assembly (I don't know too much yet) here http://media.taricorp.net/83pa28d/lesson/toc.html but in the mean time I'm using ICE for fun.
  
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