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Mode 5: Difference between revisions
From SnesLab
(→Reference: 7.1) |
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# https://forums.nesdev.org/viewtopic.php?p=182542#p182542 | # https://forums.nesdev.org/viewtopic.php?p=182542#p182542 | ||
# https://nesdoug.com/2022/05/30/other-modes | # https://nesdoug.com/2022/05/30/other-modes | ||
# [https://archive.org/details/SNESDevManual/book1/page/n69 page 2-7-2 of Book I] of the official Super Nintendo development manual | # 7.1 on [https://archive.org/details/SNESDevManual/book1/page/n69 page 2-7-2 of Book I] of the official Super Nintendo development manual | ||
# https://retronauts.com/article/900/how-rpm-racing-created-double-rez-snes-graphics-with-one-weird-trick | # https://retronauts.com/article/900/how-rpm-racing-created-double-rez-snes-graphics-with-one-weird-trick | ||
Revision as of 13:54, 20 December 2023
BG Layers Available | |||
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Layer 2 | Layer 1 | ||
2bpp | 4bpp |
Mode 5 is one of the hi-res background modes, meaning the horizontal resolution is 512 dots. When interlacing is enabled, the vertical resolution is also doubled. [4] Many JRPGs use Mode 5. [3] It is the second least frequently used background mode. [2] PVSnesLib currently does not support Mode 5. [1] Color Math should not be used in Mode 5.[5]
RPM Racing uses Mode 5 for gameplay.[6]
Offset Change Mode is unsupported.
See Also
Other Background Modes | |||
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Mode 0 | Mode 1 | Mode 2 | Mode 3 |
Mode 4 | Mode 5 | Mode 6 | Mode 7 |
Reference
- https://github.com/alekmaul/pvsneslib/issues/14#issuecomment-698703247
- https://forums.nesdev.org/viewtopic.php?p=182532#p182532
- https://forums.nesdev.org/viewtopic.php?p=182542#p182542
- https://nesdoug.com/2022/05/30/other-modes
- 7.1 on page 2-7-2 of Book I of the official Super Nintendo development manual
- https://retronauts.com/article/900/how-rpm-racing-created-double-rez-snes-graphics-with-one-weird-trick