We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS

Mode 5: Difference between revisions

From SnesLab
Jump to: navigation, search
(direct color unsupported)
(windowing supported)
 
(8 intermediate revisions by the same user not shown)
Line 7: Line 7:
|}
|}


[[File:Seiken Densetsu 3 main menu.png|thumb|''[[Seiken Densetsu 3]]'''s main menu is rendered with  Mode 5]]
[[File:Seiken Densetsu 3 main menu.png|thumb|''[[Seiken Densetsu 3]]'''s main menu, rendered in Mode 5]]


'''Mode 5''' is one of the hi-res [[background modes]], meaning the horizontal resolution is 512 dots.  When [[interlacing]] is enabled, the vertical resolution is also doubled.  <sup>[4]</sup>  Many JRPGs use Mode 5. <sup>[3]</sup>  It is the second least frequently used background mode.  <sup>[2]</sup>  [[PVSnesLib]] currently does not support Mode 5.  <sup>[1]</sup>  [[Color Math]] should not be used in Mode 5.<sup>[5]</sup>
'''Mode 5''' is one of the hi-res [[background modes]], meaning the horizontal resolution is 512 dots.  When [[interlacing]] is enabled, the vertical resolution is also doubled.  <sup>[4]</sup>  Many JRPGs use Mode 5.<sup>[3]</sup>  The higher resolution helps Japanese text be more legible.
 
It is the second least frequently used background mode.  <sup>[2]</sup>  [[PVSnesLib]] currently does not support Mode 5.  <sup>[1]</sup>  [[Color Math]] should not be used in Mode 5.<sup>[5][7]</sup>


Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 5.
Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 5.
Line 15: Line 17:
''RPM Racing'' uses Mode 5 for gameplay.<sup>[6]</sup>
''RPM Racing'' uses Mode 5 for gameplay.<sup>[6]</sup>


[[Offset Change Mode]] is unsupported.
[[Offset Change Mode]] and
[[Direct Color]] is unsupported.
[[Direct Color]] are unsupported.
 
[[Mosaic]] and [[windowing]] are supported.


=== See Also ===
=== See Also ===
Line 27: Line 31:
|}
|}


=== Reference ===
=== References ===
# https://github.com/alekmaul/pvsneslib/issues/14#issuecomment-698703247
# https://github.com/alekmaul/pvsneslib/issues/14#issuecomment-698703247
# https://forums.nesdev.org/viewtopic.php?p=182532#p182532
# https://forums.nesdev.org/viewtopic.php?p=182532#p182532
Line 34: Line 38:
# subparagraph 7.1.2 on [https://archive.org/details/SNESDevManual/book1/page/n69 page 2-7-2 of Book I] of the official Super Nintendo development manual
# subparagraph 7.1.2 on [https://archive.org/details/SNESDevManual/book1/page/n69 page 2-7-2 of Book I] of the official Super Nintendo development manual
# https://retronauts.com/article/900/how-rpm-racing-created-double-rez-snes-graphics-with-one-weird-trick
# https://retronauts.com/article/900/how-rpm-racing-created-double-rez-snes-graphics-with-one-weird-trick
# subparagraph 19.1 on [https://archive.org/details/SNESDevManual/book1/page/n89 page 2-19-1 of Book I]


[[Category:Video]]
[[Category:Video]]

Latest revision as of 15:25, 18 August 2024

BG Layers Available
Layer 2 Layer 1
2bpp 4bpp
Seiken Densetsu 3's main menu, rendered in Mode 5

Mode 5 is one of the hi-res background modes, meaning the horizontal resolution is 512 dots. When interlacing is enabled, the vertical resolution is also doubled. [4] Many JRPGs use Mode 5.[3] The higher resolution helps Japanese text be more legible.

It is the second least frequently used background mode. [2] PVSnesLib currently does not support Mode 5. [1] Color Math should not be used in Mode 5.[5][7]

Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 5.

RPM Racing uses Mode 5 for gameplay.[6]

Offset Change Mode and Direct Color are unsupported.

Mosaic 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://github.com/alekmaul/pvsneslib/issues/14#issuecomment-698703247
  2. https://forums.nesdev.org/viewtopic.php?p=182532#p182532
  3. https://forums.nesdev.org/viewtopic.php?p=182542#p182542
  4. https://nesdoug.com/2022/05/30/other-modes
  5. subparagraph 7.1.2 on page 2-7-2 of Book I of the official Super Nintendo development manual
  6. https://retronauts.com/article/900/how-rpm-racing-created-double-rez-snes-graphics-with-one-weird-trick
  7. subparagraph 19.1 on page 2-19-1 of Book I