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Mode 2: Difference between revisions
From SnesLab
(→Reference: which memory map) |
(→Reference: linkify Appendix A-5) |
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=== Reference === | === Reference === | ||
# https://nesdoug.com/2022/05/30/other-modes | # https://nesdoug.com/2022/05/30/other-modes | ||
# Appendix A-5 of the official Super Nintendo development manual | # [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5] of the official Super Nintendo development manual | ||
# upper right memory map in [https://archive.org/details/SNESDevManual/book1/page/n211 Appendix A-17], lbid | # upper right memory map in [https://archive.org/details/SNESDevManual/book1/page/n211 Appendix A-17], lbid | ||
Revision as of 21:42, 28 December 2023
BG Layers Available | |||
---|---|---|---|
Layer 2 | Layer 1 | ||
4bpp | 4bpp |
Mode 2 is very similar to Mode 1, except that Layer 3 is sacrificed to support Offset Change Mode instead of being a background. The horizontal resolution is 256 dots.
The palettes for BG1 and BG2 come from CGRAM addresses 0 to 7F in Mode 2.[3]
Background tiles may be 8 by 8 pixels or 16 by 16 pixels in Mode 2.[2]
See Also
Other Background Modes | |||
---|---|---|---|
Mode 0 | Mode 1 | Mode 2 | Mode 3 |
Mode 4 | Mode 5 | Mode 6 | Mode 7 |
Reference
- https://nesdoug.com/2022/05/30/other-modes
- Appendix A-5 of the official Super Nintendo development manual
- upper right memory map in Appendix A-17, lbid