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A '''Background''' is a layer of tiles, mapped and possibly scrolled, that appears behind the [[sprite]] layer.  The SNES supports up to four simultaneous backgrounds, conventionally named:
A '''Background''' is a layer of tiles, mapped and possibly scrolled, that usually appears behind the [[sprite]] layer.  The SNES supports up to four simultaneous backgrounds, conventionally named:


* [[BG1]]
* [[BG1]]
Line 6: Line 6:
* [[BG4]]
* [[BG4]]


throughout the official Super Nintendo development manual.
throughout the official Super Nintendo development manual.  The following table describes which background layers support which capabilities in the various background modes.  For an explanation of what the enclosed numerics on the right mean, see the legend below (if a layer does not support that function, the cell is left blank).


{| class="wikitable"
{| class="wikitable"
! Mode !! # of Layers Displayed !! Layer !! # of Tile Dots !! # of Tile Colors !! # of Palettes !! # of Colors Per Layer !! Function !!  
! Mode !! # of Layers Displayed !! Layer !! # of Tile Dots !! # of Tile Colors !! # of Palettes !! # of Colors Per Layer !! Function !! !! !! !! !! !! !! !! !! !! !!
|-
|-
| 0 || max 4 || BG1 || 8x8 || 4 || 8 || 32 ||  ||  
| [[Mode 0|0]] || max 4 || BG1 || 8x8 || 4 || 8 || 32 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
|  ||  || BG2 || or || 4 || 8 || 32 ||  ||  
|  ||  || BG2 || or || 4 || 8 || 32 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
|  ||  || BG3 || 16x16 || 4 || 8 || 32 ||  ||  
|  ||  || BG3 || 16x16 || 4 || 8 || 32 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
|  ||  || BG4 ||  || 4 || 8 || 32 ||  ||  
|  ||  || BG4 ||  || 4 || 8 || 32 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
| 1 || max 3 || BG1 || || 16 || 8 || 128 ||  ||  
| [[Mode 1|1]] || max 3 || BG1 || " || 16 || 8 || 128 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
|  ||  || BG2 ||  || 16 || 8 || 128 ||  ||  
|  ||  || BG2 ||  || 16 || 8 || 128 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
|  ||  || BG3 ||  || 4 || 8 || 32 ||  ||  
|  ||  || BG3 ||  || 4 || 8 || 32 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
| 2 || max 2 || BG1 || || 16 || 8 || 128 ||  ||  
| [[Mode 2|2]] || max 2 || BG1 || " || 16 || 8 || 128 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ || ⑪ ||  
|-
|-
|  ||  || BG2 ||  || 16 || 8 || 128 ||  ||  
|  ||  || BG2 ||  || 16 || 8 || 128 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ || ⑪ ||  
|-
|-
| 3 || max 2 || BG1 || || 256 || 1 || 256 ||  ||  
| [[Mode 3|3]] || max 2 || BG1 || " || 256 || 1 || 256 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ || ⑨ || ⑩ ||  ||  
|-
|-
|  ||  || BG2 ||  || 16 || 8 || 128 ||  ||  
|  ||  || BG2 ||  || 16 || 8 || 128 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ ||  ||  
|-
|-
| 4 || max 2 || BG1 || || 256 || 1 || 256 ||  ||  
| [[Mode 4|4]] || max 2 || BG1 || " || 256 || 1 || 256 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ || ⑨ || ⑩ || ⑪ ||  
|-
|-
|  ||  || BG2 ||  || 4 || 8 || 32 ||  ||  
|  ||  || BG2 ||  || 4 || 8 || 32 || ① || ② || ③ ||  || ⑤ || ⑥ || ⑦ || ⑧ ||  || ⑩ || ⑪ ||  
|-
|-
| 5 || max 2 || BG1 || || 16 || 8 || 128 ||  ||  
| [[Mode 5|5]] || max 2 || BG1 || " || 16 || 8 || 128 || ① || ② || ③ ||  || ⑤ ||  || ⑦ || ⑧ ||  ||  ||  ||
|-
|-
|  ||  || BG2 ||  || 4 || 8 || 32 ||  ||  
|  ||  || BG2 ||  || 4 || 8 || 32 || ① || ② || ③ ||  || ⑤ ||  || ⑦ || ⑧ ||  ||  ||  ||
|-
|-
| 6 || 1 || BG1 || 16x8 || 16 || 8 || 128 ||  ||  
| [[Mode 6|6]] || 1 || BG1 || 16x8 || 16 || 8 || 128 || ① || ② || ③ ||  || ⑤ ||  || ⑦ || ⑧ ||  ||  || ⑪ || ⑫
|-
|-
| 7 || 1 || BG1 || 8x8 || 256 || 1 || 256 ||  ||  
| [[Mode 7|7]] || 1 || BG1 || 8x8 || 256 || 1 || 256 || ① ||  || ③ || ④ || ⑤ || ⑥ || ⑦ || ⑧ || ⑨ || ⑩ ||  ||  
|-
|-
| EXT BG || 1 || BG1 || 8x8 || 128 || 1 || 128 ||  ||
| [[EXT BG]] || 1 || BG1 || 8x8 || 128 || 1 || 128 || ① ||  || ③ || ④ || ⑤ || ⑥ || ⑦ || ⑧ || ⑨ || ⑩ || ||
|}
|}
=== Legend ===
① Horizontal/Vertical Scrolling (each layer)
② Horizontal/Vertical Flip (each tile)
③ [[Mosaic]]
④ Rotate, Enlarge, Shrink ([https://www.mathworks.com/discovery/affine-transformation.html affine transformations])
⑤ Window Mask
⑥ [[Screen Addition/Subtraction]]
⑦ Fixed Color Addition/Subtraction
⑧ Color Window
⑨ [[Direct Color]]
⑩ [[Horizontal Pseudo 512 Mode]]
⑪ [[Offset Change Mode]]
⑫ [[Horizontal 512 Mode]]


=== Reference ===
=== Reference ===
* [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5 of Book I] of the official Super Nintendo development manual
# [https://archive.org/details/SNESDevManual/book1/page/n199 Appendix A-5 of Book I] of the official Super Nintendo development manual
# [https://archive.org/details/SNESDevManual/book1/page/n62 page 2-3-1 of Book I] lbid


[[Category:Video]]
[[Category:Video]]

Latest revision as of 07:13, 19 November 2023

A Background is a layer of tiles, mapped and possibly scrolled, that usually appears behind the sprite layer. The SNES supports up to four simultaneous backgrounds, conventionally named:

throughout the official Super Nintendo development manual. The following table describes which background layers support which capabilities in the various background modes. For an explanation of what the enclosed numerics on the right mean, see the legend below (if a layer does not support that function, the cell is left blank).

Mode # of Layers Displayed Layer # of Tile Dots # of Tile Colors # of Palettes # of Colors Per Layer Function
0 max 4 BG1 8x8 4 8 32
BG2 or 4 8 32
BG3 16x16 4 8 32
BG4 4 8 32
1 max 3 BG1 " 16 8 128
BG2 16 8 128
BG3 4 8 32
2 max 2 BG1 " 16 8 128
BG2 16 8 128
3 max 2 BG1 " 256 1 256
BG2 16 8 128
4 max 2 BG1 " 256 1 256
BG2 4 8 32
5 max 2 BG1 " 16 8 128
BG2 4 8 32
6 1 BG1 16x8 16 8 128
7 1 BG1 8x8 256 1 256
EXT BG 1 BG1 8x8 128 1 128

Legend

① Horizontal/Vertical Scrolling (each layer)

② Horizontal/Vertical Flip (each tile)

Mosaic

④ Rotate, Enlarge, Shrink (affine transformations)

⑤ Window Mask

Screen Addition/Subtraction

⑦ Fixed Color Addition/Subtraction

⑧ Color Window

Direct Color

Horizontal Pseudo 512 Mode

Offset Change Mode

Horizontal 512 Mode

Reference

  1. Appendix A-5 of Book I of the official Super Nintendo development manual
  2. page 2-3-1 of Book I lbid