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Mode 3: Difference between revisions
From SnesLab
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{| class="wikitable" style="float:right;clear:right;width:40%" | |||
!colspan="4"|BG Layers Available | |||
|+ | |||
| [[Layer 2]] || [[Layer 1]] | |||
|+ | |||
| 4bpp || 8bpp | |||
|} | |||
[[File:zoop mode3.png|thumb|''Zoop'' gameplay is in Mode 3]] | [[File:zoop mode3.png|thumb|''Zoop'' gameplay is in Mode 3]] | ||
'''Mode 3''' is background mode that supports many colors, often seen in title screens. | '''Mode 3''' is a background mode that supports many colors, often seen in title screens.<sup>[2]</sup> In this mode, [[BG1]] supports [[Direct Color]], but [[BG2]] does not.<sup>[1]</sup> The horizontal resolution is 256 dots. Mode 3 has the highest number of bits per pixel (12) out of all the background modes with max layers enabled. | ||
Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 3.<sup>[1]</sup> | |||
''NBA All-Star Challenge'' uses Mode 3 for gameplay. | |||
[[Offset Change Mode]] is unsupported even though Layer 3 is unavailable, perhaps because that would take up too much PPU time. | |||
[[Mosaic]], [[interlacing]], and [[windowing]] are supported. | |||
=== See Also === | |||
{| class="wikitable" | |||
!colspan="4"|Other Background Modes | |||
|+ | |||
| [[Mode 0]] || [[Mode 1]] || [[Mode 2]] || [[Mode 3]] | |||
|+ | |||
| [[Mode 4]] || [[Mode 5]] || [[Mode 6]] || [[Mode 7]] | |||
|} | |||
=== References === | |||
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] of the official Super Nintendo development manual | |||
# https://nesdoug.com/2022/05/30/other-modes | |||
# https://inceptionalnews.wordpress.com/2022/10/23/snes-mode-3-images-can-look-gorgeous | |||
[[Category:Video]] | [[Category:Video]] | ||
[[Category:Tiled Background Modes]] | |||
[[Category:Horizontal Pseudo 512 Mode]] | |||
[[Category:Direct Color Modes]] | |||
[[Category:Double-background Modes]] |
Latest revision as of 15:22, 18 August 2024
BG Layers Available | |||
---|---|---|---|
Layer 2 | Layer 1 | ||
4bpp | 8bpp |
Mode 3 is a background mode that supports many colors, often seen in title screens.[2] In this mode, BG1 supports Direct Color, but BG2 does not.[1] The horizontal resolution is 256 dots. Mode 3 has the highest number of bits per pixel (12) out of all the background modes with max layers enabled.
Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 3.[1]
NBA All-Star Challenge uses Mode 3 for gameplay.
Offset Change Mode is unsupported even though Layer 3 is unavailable, perhaps because that would take up too much PPU time.
Mosaic, interlacing, and windowing are supported.
See Also
Other Background Modes | |||
---|---|---|---|
Mode 0 | Mode 1 | Mode 2 | Mode 3 |
Mode 4 | Mode 5 | Mode 6 | Mode 7 |
References
- Appendix A-5 of the official Super Nintendo development manual
- https://nesdoug.com/2022/05/30/other-modes
- https://inceptionalnews.wordpress.com/2022/10/23/snes-mode-3-images-can-look-gorgeous