I found nocash's description to be the clearest one.
In short, it lets you address the SNES's memory as 256x1 pixel bitplanes instead of the odd interleaving per tile.
All avaliable (/unavaliable) options for creating tilemaps?
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Re: All avaliable (/unavaliable) options for creating tilema
So what is a typical use case scenario for doing the 256x1 writes? I remember playing with these registers hoping to find a way to optimize for streaming new sprite graphics but it doesn't seem like that's what the address remapping is for.
SNES NTSC 2/1/3 1CHIP | serial number UN318588627
Re: All avaliable (/unavaliable) options for creating tilema
Well, psycopathicteen used it to render some 2bpp bullet hell tests in software on the S-CPU; it's easier than dealing with tiles.