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Mode 7 VRAM Map: Difference between revisions
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In [[Mode 7]], the [[PPU]] expects the first 25% (16K) of [[VRAM]] to be filled with the tilemap and tile data. | In [[Mode 7]], the [[PPU]] expects the first 25% (16K) of [[VRAM]] to be filled with the tilemap and tile data. This region cannot be moved around.<sup>[1]</sup> The tilemap is stored in the low bytes of each 16-bit word, and the tileset is stored in the high bytes. Appendix A-11 has a [[bit-breakdown diagram]] of what a word of this chunk of VRAM should look like.<sup>[2]</sup> | ||
{| class="wikitable" | |||
! !! !! !! !! !! !! !! !! | |||
|- | |||
| 0000h || 0001h || 0002h || 0003h || || || 007dh || 007eh || 007fh | |||
|- | |||
| 0080h || 0081h || 0082h || 0083h || || || 00fdh || 00feh || 00ffh | |||
|- | |||
| 0100h || 0101h || 0102h || || || || || 017eh || 017fh | |||
|- | |||
| 0180h || 0181h || || || || || || || | |||
|- | |||
| || || || || || || || || | |||
|- | |||
| || || || || || || || || | |||
|- | |||
| || || || || || || || || | |||
|- | |||
| || || || || || || || || | |||
|- | |||
| 3e80h || 3e81h || || || || || || 3efeh || 3effh | |||
|- | |||
| 3f00h || 3f01h || 3f02h || || || || 3f7dh || 3f7eh || 3f7fh | |||
|- | |||
| 3f80h || 3f81h || 3f82h || || || || 3ffdh || 3ffeh || 3fffh | |||
|} | |||
=== See Also === | === See Also === | ||
* [[SC0 VRAM Map]] | * [[SC0 VRAM Map]] | ||
=== | === References === | ||
# [https://archive.org/details/SNESDevManual/book1/page/n209 Appendix A-15 of Book I] of the official Super Nintendo development manual | |||
# [https://archive.org/details/SNESDevManual/book1/page/n205 Appendix A-11], lbid. | |||
[[Category:Video]] | [[Category:Video]] | ||
[[Category:Tables]] |
Latest revision as of 16:01, 19 August 2024
In Mode 7, the PPU expects the first 25% (16K) of VRAM to be filled with the tilemap and tile data. This region cannot be moved around.[1] The tilemap is stored in the low bytes of each 16-bit word, and the tileset is stored in the high bytes. Appendix A-11 has a bit-breakdown diagram of what a word of this chunk of VRAM should look like.[2]
0000h | 0001h | 0002h | 0003h | 007dh | 007eh | 007fh | ||
0080h | 0081h | 0082h | 0083h | 00fdh | 00feh | 00ffh | ||
0100h | 0101h | 0102h | 017eh | 017fh | ||||
0180h | 0181h | |||||||
3e80h | 3e81h | 3efeh | 3effh | |||||
3f00h | 3f01h | 3f02h | 3f7dh | 3f7eh | 3f7fh | |||
3f80h | 3f81h | 3f82h | 3ffdh | 3ffeh | 3fffh |
See Also
References
- Appendix A-15 of Book I of the official Super Nintendo development manual
- Appendix A-11, lbid.