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Mode 2: Difference between revisions

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'''Mode 2''' is very similar to [[Mode 1]], except that Layer 3 is sacrificed to support [[Offset Change Mode]] instead of being a background.  The horizontal resolution is 256 dots.
'''Mode 2''' is very similar to [[Mode 1]], except that Layer 3 is sacrificed to support [[Offset Change Mode]] instead of being a background.  The horizontal resolution is 256 dots.


The eight palettes for BG1 and BG2 are located at CGRAM addresses 0h to 7Fh in Mode 2.<sup>[3]</sup>  Each of those palettes contains 16 colors.
The eight palettes for BG1 and BG2 are located at [[CGRAM]] addresses 0h to 7Fh in Mode 2.<sup>[3]</sup>  Each of those palettes contains 16 colors.


Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 2.<sup>[2]</sup>
Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 2.<sup>[2]</sup>
[[Direct Color]] is unsupported.
[[Mosaic]], [[interlacing]], and [[windowing]] are supported.


=== See Also ===
=== See Also ===
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=== Reference ===
=== References ===
# https://nesdoug.com/2022/05/30/other-modes
# https://nesdoug.com/2022/05/30/other-modes
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] of the official Super Nintendo development manual
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] of the official Super Nintendo development manual

Latest revision as of 15:22, 18 August 2024

BG Layers Available
Layer 2 Layer 1
4bpp 4bpp

Mode 2 is very similar to Mode 1, except that Layer 3 is sacrificed to support Offset Change Mode instead of being a background. The horizontal resolution is 256 dots.

The eight palettes for BG1 and BG2 are located at CGRAM addresses 0h to 7Fh in Mode 2.[3] Each of those palettes contains 16 colors.

Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 2.[2]

Direct Color is unsupported.

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

  1. https://nesdoug.com/2022/05/30/other-modes
  2. Appendix A-5 of the official Super Nintendo development manual
  3. upper right memory map in Appendix A-17, lbid