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{| class="wikitable" style="float:right;clear:right;width:40%"
!colspan="4"|BG Layers Available
|+
| [[Layer 4]] || [[Layer 3]] || [[Layer 2]] || [[Layer 1]]
|+
| 2bpp || 2bpp || 2bpp || 2bpp
|}
== What is Mode 0? ==
== What is Mode 0? ==


Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.
'''Mode 0''' is the first background mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three [[Mode 1]] offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots. <sup>[citation needed]</sup>
 
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''
 
Mode 0 supports [[mosaic]], [[windowing]], and [[interlacing]].


== Applications of Mode 0 ==
== Applications of Mode 0 ==


When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].
When it comes to the SNES library of games, only a few have used Layer 4, such as ''Super Mario Kart'', ''[[Super Mario World 2 - Yoshi's Island]]'', ''S.O.S.'', and ''[[Earthbound]]''.


To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].
More interestingly, in the field of ''[[Super Mario World]]'' hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].


== Palette and Tilemap Distribution ==
== Palette and Tilemap Distribution ==
Line 13: Line 25:
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.


As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like [[YY-CHR]], you can have '''eight''' rows' worth of
graphics instead of the usual four.
graphics instead of the usual four.
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.


== How to Use Mode 0 in Super Mario World ==
== How to Use Mode 0 in Super Mario World ==
''' ''IMPORTANT NOTE: It is recommended to use a sprite status bar such as the [https://www.smwcentral.net/?p=section&a=details&id=24026 DKCR-styled status bar] or [https://www.smwcentral.net/?p=section&a=details&id=18862 remove the vanilla one globally] or [https://www.smwcentral.net/?p=section&a=details&id=28449 on a per-level basis] as the vanilla one's [[IRQ]] will make tiles around that area look horribly glitched!'' '''
''' ''IMPORTANT NOTE 2: To avoid getting layer 3 from getting cut off, make sure that the BG's destination is set to 'Start of Layer 3' ('Layer 3 ExGFX/Tilemap Bypass' dialog/Destination for File') '' '''


'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''


'''Stationary Layer 4''', by [[LMPuny]]
'''Stationary Layer 4''', by [[LMPuny]]
Line 32: Line 50:
LDA #$11 : STA $212C : STA $212E
LDA #$11 : STA $212C : STA $212E
LDA #$0E : STA $212D : STA $212F
LDA #$0E : STA $212D : STA $212F
   
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20
STA $2112 : XBA : STA $2112
   
REP #$20 : LDA $24
CLC : ADC #$0070 : SEP #$20
STA $2114 : XBA : STA $2114
RTL
RTL
</pre>
</pre>
Line 46: Line 56:


<pre>
<pre>
!base1 = $0000
!FreeRAM = $60 ; change this if another resource already uses it
!base2 = $0000
 
if read1($00FFD5) == $23
sa1rom
!base1 = $3000
!base2 = $6000
endif
 
!FreeRAM = $60


init:
init:
stz !FreeRAM
stz !FreeRAM+1
LDA #$51 : STA $2109
LDA #$51 : STA $2109
LDA #$59 : STA $210A
LDA #$59 : STA $210A
Line 68: Line 66:
LDA #$11 : STA $212C : STA $212E
LDA #$11 : STA $212C : STA $212E
LDA #$0E : STA $212D : STA $212F
LDA #$0E : STA $212D : STA $212F
   
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20
STA $2112 : XBA : STA $2112
   
REP #$20 : LDA $24
CLC : ADC #$0070 : SEP #$20
STA $2114 : XBA : STA $2114
RTL
RTL
main:
LDA $9D
ORA $13D4|!addr
BNE return
REP #$20
INC !FreeRAM
LDA !FreeRAM
SEP #$20
STA $2113 : XBA : STA $2113
return: RTL
</pre>
</pre>


'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all
'''Relative Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the 'init:' code is broken in that layer 4 doesn't show up at all


<pre>
<pre>
!XScroll = #0 ; how much layer 4 scrolls HORIZONTALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.
!YScroll = #0 ; how much layer 4 scrolls VERTICALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.
init:
init:
LDA #$51 : STA $2109
LDA #$51 : STA $2109
LDA #$59 : STA $210A
LDA #$59 : STA $210A
Line 90: Line 95:
LDA #$11 : STA $212C : STA $212E
LDA #$11 : STA $212C : STA $212E
LDA #$0E : STA $212D : STA $212F
LDA #$0E : STA $212D : STA $212F
   
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20
STA $2112 : XBA : STA $2112
   
REP #$20 : LDA $24
CLC : ADC #$0070 : SEP #$20
STA $2114 : XBA : STA $2114


main:
main:
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4
; Layer 4 H-Scroll  
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20
REP #$20 : LDA $22
LSR !XScroll
SEP #$20
STA $2113 : XBA : STA $2113
STA $2113 : XBA : STA $2113
; Layer 4 V-Scroll = Layer 3 V-Scroll
; Layer 4 V-Scroll  
REP #$20 : LDA $24 : SEP #$20
REP #$20 : LDA $24
LSR !YScroll
SEP #$20
STA $2114 : XBA : STA $2114
STA $2114 : XBA : STA $2114
RTL
RTL
</pre>
</pre>


Bugs so far:  
'''Bugs so far:'''
# Layer 2/3 translucency doesn't work when set in LM.
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.


Please make a fix to these two bugs, if possible, and cross them out respectively.
<pre>
LDA #$22 ; translucency for layer 2
STA $40
REP #$20
LDA #%0001110100000010
STA $212C
STA $212E
SEP #$20
</pre>


'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp.  
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp.  


'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.):


[[File:tileset.gif|A GIF of the cave tileset as well as the animations]]
== First Tileset: Cave ==


https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip


[[File:pipesnbones.png|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]
[[File:tileset.gif|tileset.gif]]
A GIF of the cave tileset as well as the animations


'''Second Tileset: Ghost Ship'''
[[File:pipesnbones.png|pipesnbones.png]]
A picture of the map16 data included in 'template.zip'. Discolored tiles are from the ghost ship tileset


Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip
== Second Tileset: Ghost Ship ==


[[File:ghostship.gif|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]
Link: https://cdn.discordapp.com/attachments/334352091340472340/886263385266749481/ghostship.zip


[[File:ghostiles.png|The map16 of the ghost ship tileset, now with the correct palette!]]
[[File:ghostship.gif|ghostship.gif]]
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ
 
[[File:ghostiles.png|ghostiles.png]]
The map16 of the ghost ship tileset, now with the correct palette!




== ExAnimation in Mode 0 levels ==
== ExAnimation in Mode 0 levels ==


ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed(that is, 16x16 divided by 2 equals 8x8) with the gaps cut out if arranged as follows:
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:


[[File:arrangement.gif|The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405]]
[[File:arrangement.gif|arrangement.gif]]
The recommended arrangement of ExAnimation frames for a better understanding of Mode 0 ExAnimation, in ExGFX405


[[File:garbled.png|The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out]]
[[File:garbled.png|garbled.png]]
The actual rendering of the tiles, starting from 0x780 to 0x7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405 are gone


'''ExAnimation tile explanation:'''
== ExAnimation Tile Explanation ==


780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block
Line 164: Line 181:
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2


== First Example for ExAnimation ==
We wanna animate the ?-block. How will we do it?
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.
[[File:input.png]]
'''Result!'''
[[File:result.gif]]
== Limitations ==
* [[Offset Change Mode]] is not supported, as that takes over layer 3
* [[Direct Color]] is unsupported
* Background tiles may only be 8 by 8 pixels or 16 by 16 pixels in Mode 0.<sup>[1]</sup>
* The horizontal resolution of Mode 0 is 256 dots.
== See Also ==
{| class="wikitable"
!colspan="4"|Other Background Modes
|+
| [[Mode 0]] || [[Mode 1]] || [[Mode 2]] || [[Mode 3]]
|+
| [[Mode 4]] || [[Mode 5]] || [[Mode 6]] || [[Mode 7]]
|}


== Reference ==
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] of the official Super Nintendo development manual


[[Category:SNES Hardware]]
[[Category:SNES Hardware]]
[[Category:Video]]
[[Category:Tiled Background Modes]]
[[Category:Horizontal Pseudo 512 Mode]]
[[Category:Indirect Color Modes]]
[[Category:Quadruple-background Modes]]

Latest revision as of 15:18, 18 August 2024

BG Layers Available
Layer 4 Layer 3 Layer 2 Layer 1
2bpp 2bpp 2bpp 2bpp

What is Mode 0?

Mode 0 is the first background mode on the SNES, characterized by its offer of four layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots. [citation needed]

Thankfully, the first drawback does not apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!

Mode 0 supports mosaic, windowing, and interlacing.

Applications of Mode 0

When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, Super Mario World 2 - Yoshi's Island, S.O.S., and Earthbound.

More interestingly, in the field of Super Mario World hacking, a few hacks and contest levels have used it, such as ASMWCP, LMPuny's work-in-progress SUPER MARIO BROS. Returns, idol and Katrina's Chocolate Level Design Contest 2018 entry lightest, and AnasMario130's Power Mario Contest entry Pyro-Blue's Fort.

Palette and Tilemap Distribution

As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.

As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-CHR, you can have eight rows' worth of graphics instead of the usual four.

In Super Mario World, the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.

How to Use Mode 0 in Super Mario World

IMPORTANT NOTE: It is recommended to use a sprite status bar such as the DKCR-styled status bar or remove the vanilla one globally or on a per-level basis as the vanilla one's IRQ will make tiles around that area look horribly glitched!

IMPORTANT NOTE 2: To avoid getting layer 3 from getting cut off, make sure that the BG's destination is set to 'Start of Layer 3' ('Layer 3 ExGFX/Tilemap Bypass' dialog/Destination for File')


1. First of all, please use one of the given codes in a level using UberASM Tool before proceeding:

Stationary Layer 4, by LMPuny

init:
LDA #$51 : STA $2109
LDA #$59 : STA $210A
LDA #$44 : STA $210C
STZ $3E

LDA #$11 : STA $212C : STA $212E
LDA #$0E : STA $212D : STA $212F
RTL

Automatically-Scrolling Layer 4, by LMPuny

!FreeRAM = $60 ; change this if another resource already uses it

init:
LDA #$51 : STA $2109
LDA #$59 : STA $210A
LDA #$44 : STA $210C
STZ $3E

LDA #$11 : STA $212C : STA $212E
LDA #$0E : STA $212D : STA $212F
RTL

main:
LDA $9D
ORA $13D4|!addr
BNE return
REP #$20
INC !FreeRAM
LDA !FreeRAM
SEP #$20
STA $2113 : XBA : STA $2113
return: RTL

Relative Camera-Based Scrolling Layer 4, by LMPuny; scrolling code by MolSno from his Layer 4 code; however the 'init:' code is broken in that layer 4 doesn't show up at all

!XScroll = #0 ; how much layer 4 scrolls HORIZONTALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.

!YScroll = #0 ; how much layer 4 scrolls VERTICALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.

init:
LDA #$51 : STA $2109
LDA #$59 : STA $210A
LDA #$44 : STA $210C
STZ $3E

LDA #$11 : STA $212C : STA $212E
LDA #$0E : STA $212D : STA $212F

main:
; Layer 4 H-Scroll 
REP #$20 : LDA $22
LSR !XScroll
SEP #$20
STA $2113 : XBA : STA $2113
	
; Layer 4 V-Scroll 
REP #$20 : LDA $24
LSR !YScroll
SEP #$20
STA $2114 : XBA : STA $2114
RTL

Bugs so far:

  1. Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the init: label without an RTL at the end (the code for layer 3 is still unknown for now):
LDA #$22 ; translucency for layer 2
STA $40
REP #$20
LDA #%0001110100000010
STA $212C
STA $212E
SEP #$20

2. Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp.

3. Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by AnasMario130 (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.):

First Tileset: Cave

https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip

tileset.gif A GIF of the cave tileset as well as the animations

pipesnbones.png A picture of the map16 data included in 'template.zip'. Discolored tiles are from the ghost ship tileset

Second Tileset: Ghost Ship

Link: https://cdn.discordapp.com/attachments/334352091340472340/886263385266749481/ghostship.zip

ghostship.gif A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ

ghostiles.png The map16 of the ghost ship tileset, now with the correct palette!


ExAnimation in Mode 0 levels

ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:

arrangement.gif The recommended arrangement of ExAnimation frames for a better understanding of Mode 0 ExAnimation, in ExGFX405

garbled.png The actual rendering of the tiles, starting from 0x780 to 0x7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405 are gone

ExAnimation Tile Explanation

780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block

782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin

784-785: Used brown block

794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock

786-787, 796-797: Boo animation 1

7A6-7A7, 7B6-7B7: Boo animation 2

7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block

7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1

7CC-7CD, 7DC-7DD: Muncher

7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2

First Example for ExAnimation

We wanna animate the ?-block. How will we do it?

1. First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window must be divided by 2 in hex, otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.

For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.

2. For the ?-block you might expect the animation type to be 4 8x8s: line, but that is completely wrong! Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be 2 8x8s: line instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are 780, 790, 7A0, and 7B0 and the type should be 2 8x8s: line.

input.png


Result!

result.gif

Limitations

  • Offset Change Mode is not supported, as that takes over layer 3
  • Direct Color is unsupported
  • Background tiles may only be 8 by 8 pixels or 16 by 16 pixels in Mode 0.[1]
  • The horizontal resolution of Mode 0 is 256 dots.

See Also

Other Background Modes
Mode 0 Mode 1 Mode 2 Mode 3
Mode 4 Mode 5 Mode 6 Mode 7

Reference

  1. Appendix A-5 of the official Super Nintendo development manual