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Direct Color: Difference between revisions

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'''Direct Color''' is a display technique that does not use [[CGRAM]].  Instead, the color value comes directly from [[VRAM]].  Direct color is available only on [[BG1]], in the following background modes:
'''Direct Color''' is a display technique that does not use [[CGRAM]].  Instead, the colors come directly from [[VRAM]].  Direct color is available only on [[BG1]], in the following background modes:


* [[Mode 3]]
* [[Mode 3]]
Line 8: Line 8:


=== Colors ===
=== Colors ===
This mode gets RGB values from the palette and color number. One tile can use 256 colors, and Layer 1 can use 2041 colors. The color value comes from 3 bits R, 3 bits G, 2 bits B from the pixel value, plus 1 bit from the palette value. However, palette 00 is a transparent color rather than black, complete black cannot be used. And, it is RGB443, full white cannot be used.
This mode gets RGB values from the palette and color number. One tile can use 256 colors, and Layer 1 can use 2041 colors. The color value comes from 3 bits R, 3 bits G, 2 bits B from the pixel value, plus 1 bit from the palette value. However, palette 00 is a transparent color rather than black, pure black cannot be used. And, it is RGB443, pure white cannot be used.


  YXPbgrTT ([[YXPCCCTT]])
  YXPbgrTT ([[YXPCCCTT]])
Line 31: Line 31:


=== References ===
=== References ===
# [https://archive.org/details/SNESDevManual/book1/page/n73 Page 2-8-1 of Book I] of the official Super Nintendo development manual
# Chapter 8, "CG Direct Select" on [https://archive.org/details/SNESDevManual/book1/page/n73 page 2-8-1 of Book I] of the official Super Nintendo development manual
# [https://archive.org/details/SNESDevManual/book1/page/n211 Appendix 17] lbid
# [https://archive.org/details/SNESDevManual/book1/page/n211 Appendix A-17] lbid
# [https://archive.org/details/SNESDevManual/book1/page/n129 page 2-26-16 of Book I] lbid
# [https://archive.org/details/SNESDevManual/book1/page/n129 page 2-27-16 of Book I] lbid
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] lbid
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] lbid
=== External Links ===
# at least four licensed games using direct color: https://snes.nesdev.org/wiki/Uncommon_graphics_mode_games#Direct_Color
# https://www.smwcentral.net/?p=viewthread&t=125133&page=1&pid=1625490#p1625490
# direct color discussed at 4:37 https://youtu.be/5SBEAZIfDAg?si=QD734cMgjbgNu7fM


[[Category:Video]]
[[Category:Video]]
[[Category:Flags]]
[[Category:Flags]]

Latest revision as of 03:15, 13 April 2024

Direct Color is a display technique that does not use CGRAM. Instead, the colors come directly from VRAM. Direct color is available only on BG1, in the following background modes:

Direct Select is the name of the bit that turns direct color on or off. [3] It lives at bit 0 of CGSWSEL (2130h).

Colors

This mode gets RGB values from the palette and color number. One tile can use 256 colors, and Layer 1 can use 2041 colors. The color value comes from 3 bits R, 3 bits G, 2 bits B from the pixel value, plus 1 bit from the palette value. However, palette 00 is a transparent color rather than black, pure black cannot be used. And, it is RGB443, pure white cannot be used.

YXPbgrTT (YXPCCCTT)
BBGGGRRR (Pixel's value)

The final color values are:

-BBb00GGGg0RRRr0

See Also

References

  1. Chapter 8, "CG Direct Select" on page 2-8-1 of Book I of the official Super Nintendo development manual
  2. Appendix A-17 lbid
  3. page 2-27-16 of Book I lbid
  4. Appendix A-5 lbid

External Links

  1. at least four licensed games using direct color: https://snes.nesdev.org/wiki/Uncommon_graphics_mode_games#Direct_Color
  2. https://www.smwcentral.net/?p=viewthread&t=125133&page=1&pid=1625490#p1625490
  3. direct color discussed at 4:37 https://youtu.be/5SBEAZIfDAg?si=QD734cMgjbgNu7fM