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Mode 5: Difference between revisions

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[[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][7]</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>  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>

Revision as of 19:23, 11 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] 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 is unsupported. Direct Color is unsupported.

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