Kannagi wrote:I managed to get perspective on the Mode 7:
http://pixelretro.hebergratuit.net/NesBox/m7.html
(Though I wonder how the calculation soft , for the moment I precalculation in C language).
But I would use a second background.
When I active ext BG ,I have the impression that the BG2 is identical to BG1.
He uses every 2 BG1H0FS/BG1V0FS.
On Secret of Mana, it uses
BG1SC $ 51
BG2SC $ 59
BG12NBA $ 44
and $4000, data on 4bpp
Of course I did the same , but with no result on screen.
I forgot something ?
Most "Mode 7" scenes in games actually only use Mode 7 on part of the screen--they use a raster effect to change modes at a certain scanline. Here's how you'd set up a typical driving/flying scene like F-Zero, Super Mario Kart, Secret of Mana, FF6, etc.:
Set up an IRQ to trigger on the scanline where the horizon is.
In the NMI (VBlank) handler, set BGMODE to 1 and set the scroll registers up for the skyline.
In the IRQ handler, set BGMODE to 7 and load the M7 matrix registers.
You can also use HDMA, but it's a bit wasteful of DMA channels--you need one channel for BGMODE and several more for the M7 registers, and you're only writing to those registers once per frame.
Remember that Mode 7 completely ignores BG*SC and BG**NBA--the interleaved tilemap and pattern data always start at the beginning of VRAM.