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Mosaic: Difference between revisions
From SnesLab
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=== References === | === References === | ||
* https://archive.org/details/SNESDevManual/book1/page/n116 | |||
* https://archive.org/details/SNESDevManual/book1/page/n201 | * https://archive.org/details/SNESDevManual/book1/page/n201 | ||
* https://problemkaputt.de/fullsnes.htm#snesppubgcontrol | * https://problemkaputt.de/fullsnes.htm#snesppubgcontrol |
Revision as of 18:57, 2 July 2023
Mosaic is a screen pixellation effect. It can be enabled or disabled on a per-background basis via bits 0-3 of 2106h. For a given background, the color of the pixel at screen position (H,V) is:
output_color(H,V) = input_color(floor(H/size)*size, floor(V/size)*size)
where size is the value of bits 4-7 of 2106h plus one. Thus, the shaded output consists of a grid of solid-colored squares where each entire square's color matches that of its top-leftmost input pixel.
The first mosaic square's location is always (0,0). Sprites are unaffected by the mosaic filter.
The mosaic filter has a horizontal and vertical subsystem. [3]
Examples
Game Name | Mosaic Usage |
---|---|
Final Fantasy III (US) | when trying to select a disabled menu option |
Star Ocean | upon entering every battle |