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Sub Screen: Difference between revisions
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The '''Sub Screen''' is a virtual render target used in [[Color Math]]. It is not a framebuffer, but a circuit. | The '''Sub Screen''' is a virtual render target used in [[Color Math]]. It is not a framebuffer, but a circuit. | ||
=== | Some game instruction booklets (for example FF3, ''Chrono Trigger'', and ''A Link to the Past'') call the pause screen the "Sub Screen" but actually display it on the color math [[main screen]]. The ''Legend of Zelda'' for the NES called the screen where the player chooses which item to equip the "subscreen," so perhaps Nintendo decided to overload that term when designing the SNES [[PPU]]. | ||
* [ | |||
=== Reference === | |||
* Chapter 7. [https://archive.org/details/SNESDevManual/book1/page/n68 page 2-7-1] of Super Nintendo development manual | |||
[[Category:Video]] | [[Category:Video]] | ||
[[Category:SNES Hardware]] | [[Category:SNES Hardware]] | ||
[[Category:Color Math]] |
Latest revision as of 04:34, 18 August 2024
The Sub Screen is a virtual render target used in Color Math. It is not a framebuffer, but a circuit.
Some game instruction booklets (for example FF3, Chrono Trigger, and A Link to the Past) call the pause screen the "Sub Screen" but actually display it on the color math main screen. The Legend of Zelda for the NES called the screen where the player chooses which item to equip the "subscreen," so perhaps Nintendo decided to overload that term when designing the SNES PPU.
Reference
- Chapter 7. page 2-7-1 of Super Nintendo development manual