We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS
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- 376 bytes (51 words) - 04:08, 23 November 2023
- ...'''background attribute registers''', presumably one for each of the four backgrounds. Each of them is connected to a delay circuit that remembers its previous496 bytes (70 words) - 01:08, 17 July 2023
- [[Category:Backgrounds]]568 bytes (70 words) - 05:22, 15 December 2023
- ...re-rendered to during [[hblank]] before being composited together with the backgrounds. It is 256 pixels wide, and a total of 2304 bits. Internally, it is compo985 bytes (142 words) - 00:04, 19 August 2024
- [[Category:Backgrounds]]873 bytes (127 words) - 05:23, 15 December 2023
- * 3. [https://www.youtube.com/watch?v=uRjf8ZP6rs8 Backgrounds and Rendering]2 KB (248 words) - 07:23, 28 April 2023
- ...ong Country]]'' series or ''Super Mario World 2'', this layer was used for backgrounds or special effects. But in ''Super Mario World 1'', this layer only control [[Category:Backgrounds]]4 KB (623 words) - 05:22, 15 December 2023
- ...x8 or 16x16) that are used to draw entities on screen that are not part of backgrounds. <li>To refer to entities that are not part of the Backgrounds.</li>17 KB (3,047 words) - 22:20, 16 January 2024
- ...rs behind the [[sprite]] layer. The SNES supports up to four simultaneous backgrounds, conventionally named:4 KB (251 words) - 04:15, 18 August 2024
- ...DS]] 2D graphics hardware have scaling and rotation for traditional tiled backgrounds in its modes 1 and 2 and scaling and rotation for bitmaps in modes 3 throug Mode 7 can only work on backgrounds, not sprites; therefore, any object that does not rotate/scale with the bac6 KB (906 words) - 15:26, 18 August 2024
- ...se 16-pixel wide tiles, and Mode 7 always uses 8x8 tiles. See the section "BACKGROUNDS" below for details. ...etc), with upper/lower case indicating tile priority 1/0. See the section "BACKGROUNDS" below for details.23 KB (3,694 words) - 01:13, 17 July 2023
- ...ajority of backgrounds available were made for horizontal levels. Very few backgrounds tessellate in the Y direction, and using anything other than V-Scroll: Slow7 KB (1,241 words) - 22:46, 16 July 2023
- ...ecially evident on Mode 2 which is otherwise identical to Mode 1: Two 4bpp backgrounds but only the latter has got three visible background layers. Furthermore, t4 KB (584 words) - 16:13, 19 August 2024
- ...se 16-pixel wide tiles, and Mode 7 always uses 8x8 tiles. See the section "BACKGROUNDS" below for details. ...etc), with upper/lower case indicating tile priority 1/0. See the section "BACKGROUNDS" below for details.24 KB (3,861 words) - 00:19, 21 August 2020
- ...memory cannot be added via cartridge. VRAM contains the tilemaps used for backgrounds as well as the graphics data for background tiles and sprite tiles. You can4 KB (658 words) - 12:23, 18 December 2023
- ...can import backgrounds made with Pic2SNES. It's a nice method to get nice backgrounds you normally can't rip.9 KB (1,401 words) - 11:20, 31 July 2024
- ...fed to the compositor and combined with all the other possibly mosaicized backgrounds) of the pixel at screen position (H,V) is:5 KB (748 words) - 07:58, 13 December 2023
- ...que se utilizan para dibujar entidades en pantalla que no son parte de los backgrounds. <li>Para referirse a entidades que no son parte de los Backgrounds.20 KB (3,583 words) - 22:16, 16 January 2024
- ...Layer 2 BG only uses the two lower bytes. The upper byte should be FF. The backgrounds are stored in bank 0C.<br> Layer 2 backgrounds are compressed using a simple RLE system.14 KB (1,933 words) - 07:12, 6 May 2023
- [[Category:Backgrounds]]6 KB (1,030 words) - 22:18, 14 August 2024