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Mode 7 VRAM Map: Difference between revisions
From SnesLab
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! | ! !! !! !! !! !! !! !! !! | ||
|- | |||
| 0000h || 0001h || 0002h || 0003h || || || 007dh || 007eh || 007fh | |||
|- | |- | ||
| 0080h || 0081h || 0082h || 0083h || || || 00fdh || 00feh || 00ffh | | 0080h || 0081h || 0082h || 0083h || || || 00fdh || 00feh || 00ffh |
Revision as of 07:03, 18 December 2023
In Mode 7, the PPU expects the first 25% (16K) of VRAM to be filled with the tilemap and tile data. The tilemap is stored in the low bytes of each 16-bit word, and the tileset is stored in the high bytes. Appendix A-11 has a bit-breakdown diagram of what a word of this chunk of VRAM should look like.[2]
0000h | 0001h | 0002h | 0003h | 007dh | 007eh | 007fh | ||
0080h | 0081h | 0082h | 0083h | 00fdh | 00feh | 00ffh | ||
0100h | 0101h | 0102h | 017eh | 017fh | ||||
0180h | 0181h | |||||||
3e80h | 3e81h | 3efeh | 3effh | |||||
3f00h | 3f01h | 3f02h | 3f7dh | 3f7eh | 3f7fh | |||
3f80h | 3f81h | 3f82h | 3ffdh | 3ffeh | 3fffh |
See Also
References
- Appendix A-15 of Book II of the official Super Nintendo development manual
- Appendix A-11, lbid.