What is the standard bit *layout* of 2bpp (2bit per plane) NES CHR sheets?
Please draw a diagram to illustrate or something. :/
Snowbro's "Tile Molester" program I downloaded off Zophar's Domain is being retarded.
NES graphics (formatting)
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Re: NES graphics (formatting)
Don't make me laugh, as this info is very easy to find. Do you know a site... err, better NO. ^_^;;jargon wrote:What is the standard bit *layout* of 2bpp (2bit per plane) NES CHR sheets?
Please draw a diagram to illustrate or something. :/
Snowbro's "Tile Molester" program I downloaded off Zophar's Domain is being retarded.
- jargon
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Okay, so 8 scanlines for "Lo" plane, then 8 scanlines for "Hi" plane, for 256 8x8 tiles back to back; laid out in the sheet left to right, top to bottom; "intel" bit order of left-endian? each scanline per plane being 8bits?Dwedit wrote:8 bytes for the low plane
then 8 bytes for the high plane
Most significant bit is in the left position
(Right-endian is "motorola".)
Btw, this is how my original hexdump of my font for my MISHAP.NES I have yet to complete was laid out; I guess I just converted the raw bitmap to binary wrong.
Correct.jargon wrote:Okay, so 8 scanlines for "Lo" plane, then 8 scanlines for "Hi" plane, for 256 8x8 tiles back to back; laid out in the sheet left to right, top to bottom; "intel" bit order of left-endian? each scanline per plane being 8bits?
How is right-pixel-in-MSB "motorola"? The old Macintosh computers that used a Motorola (now Freescale) 68K CPU were left-pixel-in-MSB, and the Sega Genesis that used a Motorola MC68000 CPU was also left-pixel-in-MSB.(Right-endian is "motorola".)