We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS
Direct Color: Difference between revisions
From SnesLab
(→References: Chapter 8) |
(→References: games using direct color) |
||
Line 35: | Line 35: | ||
# [https://archive.org/details/SNESDevManual/book1/page/n129 page 2-27-16 of Book I] lbid | # [https://archive.org/details/SNESDevManual/book1/page/n129 page 2-27-16 of Book I] lbid | ||
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] lbid | # [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] lbid | ||
=== External Links === | |||
# at least four licensed games using direct color: https://snes.nesdev.org/wiki/Uncommon_graphics_mode_games#Direct_Color | |||
[[Category:Video]] | [[Category:Video]] | ||
[[Category:Flags]] | [[Category:Flags]] |
Revision as of 17:33, 28 December 2023
Direct Color is a display technique that does not use CGRAM. Instead, the color value comes directly from VRAM. Direct color is available only on BG1, in the following background modes:
Direct Select is the name of the bit that turns direct color on or off. [3] It lives at bit 0 of CGSWSEL (2130h).
Colors
This mode gets RGB values from the palette and color number. One tile can use 256 colors, and Layer 1 can use 2041 colors. The color value comes from 3 bits R, 3 bits G, 2 bits B from the pixel value, plus 1 bit from the palette value. However, palette 00 is a transparent color rather than black, complete black cannot be used. And, it is RGB443, full white cannot be used.
YXPbgrTT (YXPCCCTT) BBGGGRRR (Pixel's value)
The final color values are:
-BBb00GGGg0RRRr0
See Also
References
- Chapter 8, "CG Direct Select" on page 2-8-1 of Book I of the official Super Nintendo development manual
- Appendix A-17 lbid
- page 2-27-16 of Book I lbid
- Appendix A-5 lbid
External Links
- at least four licensed games using direct color: https://snes.nesdev.org/wiki/Uncommon_graphics_mode_games#Direct_Color