Search found 5 matches

by gompertz
Wed Jan 05, 2011 8:19 pm
Forum: SNESdev
Topic: Help with small macro implementation
Replies: 2
Views: 1968

Thanks I'll fiddle with your suggestions tomorrow when back on the devcomp :) It also dawned on me afterwards I need to convert the raw x and y positions into x-tile and y-tile positions by doing modulus 8 on x and y (my sprite is 8x8). And THEN do the whole multiplying by 32 etc etc. I really wonde...
by gompertz
Wed Jan 05, 2011 3:53 pm
Forum: SNESdev
Topic: Help with small macro implementation
Replies: 2
Views: 1968

Help with small macro implementation

Hi All, I'm stumped at the best approach for the following situation: I've created a non-scrolling level of 32x28 8x8tiles to fill the screen, and I have stored the existence of a platform tile as a 00000001 or a 00000000 for each of these 896 tiles starting at address 0xa00. (Yes, big waste of memo...
by gompertz
Sun Dec 19, 2010 11:51 am
Forum: SNESdev
Topic: Palette starting address' in CGRAM
Replies: 11
Views: 4984

As I understand it, the four layers of mode 0 (but not other modes) use separate subpalettes in entries 0-31, 32-63, 64-95, and 96-127. Yeah that was my understanding to... but given I'm in mode 0 which allows for 4 colors per palette I guess essentially each BG has enough room for 8 palettes of 4 ...
by gompertz
Sat Dec 18, 2010 3:49 pm
Forum: SNESdev
Topic: Palette starting address' in CGRAM
Replies: 11
Views: 4984

No, that didn't make a whole lot of sense ;) Each 16-bit word that you store in a BG map to specify which tile to draw at the corresponding screen location also contains 3 bits (d12:d10) for specifying which palette to use. If you have a BG that uses 2 bpp tiles, then each palette as seen by that B...
by gompertz
Fri Dec 17, 2010 10:08 pm
Forum: SNESdev
Topic: Palette starting address' in CGRAM
Replies: 11
Views: 4984

Palette starting address' in CGRAM

Hi all, I'm new to the forum and pretty new to programming on the snes. I just had a quick question I'm having a tough time solving despite raking through the docs online plenty of times. In Mode 0 with 2-bit color, I don't really understand why for BG2 the starting color in CGRAM is "32"....