i'm already able to fetch all the color bits, even the attribute table's ones. by assembling all the 4 bits i get an index to access the palette. first of all, i have a question about this diagram wich is in the wiki:
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|||++- Pixel value from tile data
|++--- Palette number from attribute table or OAM
+----- Background/Sprite select...and then i have another doubt about all of this.
there's (virtually speaking) two palettes: the game's palette (Hue/Satturation/Value-based) and the palette i have coded on my emu (RGB-based). the game loads its own palette into VRAM, based on Hue/Saturation/Value values. do i have to transform those values into RGB values in order to be able to show colors on the screen? as i understood that's the way it should work. i've read severall articles from the wiki, the NESTECH doc and Qee's doc and couldn't find another way to combine all these things.
BTW, while trying to understand how the attribute table works, i made a table that shows what byte of the attribute table uses each one of the 960 tiles of the screen. maybe someone would like to download it from Megaupload or see it in Pastebin...