![]() To find the tilemap word address for a particular tile (X and Y), you'd use a formula something like this: (Addr>8)&7) The number of entries in the palette depends on the Mode and the BG. V/h = Vertical/Horizontal flip this tile. ![]() Each entry in the tilemap is 2 bytes, formatted as (high low): vhopppcc cccccccc Of course, if only A is required something else could be stuck in the empty space. Then come the $800 bytes for B, then C then D. Starting at the tilemap address, the first $800 bytes are for tilemap A. All tilemaps are 32x32, bits 0-1 simply select the number of 32x32 tilemaps and how they're laid out in memory: 00 32x32 AA ![]() The tilemap address is selected by bits 2-7 of registers $2107-A (BGnSC), and the tilemap size is selected by bits 0-1 of that same register. Tile Maps & Character MapsĮach BG has two regions of VRAM associated with it: one for the tilemap, and one for the character data. In all modes and for all BGs, color 0 in any palette is considered transparent. The variation of Mode 1 is selected by bit 3 of $2105, and the variation of Mode 7 is selected by bit 6 of $2133 (SETINI). The modes are selected by bits 0-2 of register $2105 (BGMODE). The SNES has 8 background modes, two of which have major variations.
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