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CGRAM: Difference between revisions
From SnesLab
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'''CGRAM''' (Color Generator<sup>[2]</sup> RAM) is where palettes are stored. The SNES uses 15-bit color here. It is a total of 512 bytes. For each of the 256 color entries: | '''CGRAM''' (Color Generator<sup>[2]</sup> RAM) is where palettes are stored for [[indirect color]]. The SNES uses 15-bit color here. It is a total of 512 bytes. For each of the 256 color entries: | ||
* bits 0 to 4 are the red intensity | * bits 0 to 4 are the red intensity | ||
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When using CGRAM, color entries can be one of 32,768 colors from the master palette. | When using CGRAM, color entries can be one of 32,768 colors from the master palette. | ||
[[Direct Color]] is a technique that does not use CGRAM. | |||
=== See Also === | === See Also === | ||
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* [[PPU]] | * [[PPU]] | ||
* [[The Infamous Bit-Of-Confusion]] | * [[The Infamous Bit-Of-Confusion]] | ||
=== References === | === References === |
Revision as of 13:26, 28 December 2023
CGRAM (Color Generator[2] RAM) is where palettes are stored for indirect color. The SNES uses 15-bit color here. It is a total of 512 bytes. For each of the 256 color entries:
- bits 0 to 4 are the red intensity
- bits 5 to 9 are the green intensity
- bits 10 to 14 are the blue intensity
In all background modes, sprites use the second half of CGRAM.
When using CGRAM, color entries can be one of 32,768 colors from the master palette.
Direct Color is a technique that does not use CGRAM.
See Also
References
- Appendix 17 of the official Super Nintendo development manual on CG-RAM
- https://problemkaputt.de/fullsnes.htm#snesmemorycgramaccesspalettememory