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Mosaic: Difference between revisions
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The first mosaic square's location is always (0,0). Sprites are unaffected by the mosaic filter. | The first mosaic square's location is always (0,0). Sprites are unaffected by the mosaic filter. | ||
The mosaic filter has a horizontal and vertical subsystem. [3] | |||
=== References === | === References === | ||
* https://archive.org/details/SNESDevManual/book1/page/n201 | * https://archive.org/details/SNESDevManual/book1/page/n201 | ||
* https://problemkaputt.de/fullsnes.htm#snesppubgcontrol | * https://problemkaputt.de/fullsnes.htm#snesppubgcontrol | ||
* [3] https://board.zsnes.com/phpBB3/viewtopic.php?p=204966#p204966 | |||
[[Category:Video]] | [[Category:Video]] |
Revision as of 00:05, 2 July 2023
Mosaic is a screen pixellation effect. It can be enabled or disabled on a per-background basis via bits 0-3 of 2106h. For a given background, the color of the pixel at screen position (H,V) is:
output_color(H,V) = input_color(floor(H/size)*size, floor(V/size)*size)
where size is the value of bits 4-7 of 2106h plus one. Thus, the shaded output consists of a grid of solid-colored squares where each entire square's color matches that of its top-leftmost input pixel.
The first mosaic square's location is always (0,0). Sprites are unaffected by the mosaic filter.
The mosaic filter has a horizontal and vertical subsystem. [3]