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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.  Appendix A-11 has a [[bit-breakdown diagram]] of what a word of this chunk of VRAM should look like.<sup>[2]</sup>
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]]


=== Reference ===
=== References ===
* [https://archive.org/details/SNESDevManual/book1/page/n209 Appendix A-15] of Book II of the official Super Nintendo development manual
# [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
# [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

  1. Appendix A-15 of Book I of the official Super Nintendo development manual
  2. Appendix A-11, lbid.