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Mode 0: Difference between revisions

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'''What is Mode 0?'''
== What is Mode 0? ==


Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.


== Applications of Mode 0 ==
== Applications of Mode 0 ==
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When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].


'''== Palette and Tilemap Distribution =='''
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].
 
 
== Palette and Tilemap Distribution ==


As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.


As for the tilemap, it is 2bpp, but the size must be 4 KB.
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of
graphics instead of the usual four.
 
 
== How to Use Mode 0 in Super Mario World ==

Revision as of 19:54, 21 September 2019

What is Mode 0?

Mode 0 is the first mode on the SNES, characterized by its offer of four layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.


Applications of Mode 0

When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, Super Mario World 2 - Yoshi's Island, S.O.S., and Earthbound.

To make things more interesting, in the field of Super Mario World hacking, a few hacks and contest levels have used it, such as ASMWCP, LMPuny's work-in-progress SUPER MARIO BROS. Returns, idol and Katrina's Chocolate Level Design Contest 2018 entry lightest, and AnasMario130's Power Mario Contest entry Pyro-Blue's Fort.


Palette and Tilemap Distribution

As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.

As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have eight rows' worth of graphics instead of the usual four.


How to Use Mode 0 in Super Mario World