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Direct Color: Difference between revisions
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=== Colors === | === 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. | 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: | The final color values are: |
Revision as of 03:54, 7 August 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
- Page 2-8-1 of Book I of the official Super Nintendo development manual
- Appendix 17 lbid
- page 2-26-16 of Book I lbid
- Appendix A-5 lbid