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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 previous
    496 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 compo
    795 bytes (114 words) - 03:24, 12 December 2023
  • [[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
  • ...rs behind the [[sprite]] layer. The SNES supports up to four simultaneous backgrounds, conventionally named:
    4 KB (244 words) - 07:13, 19 November 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
  • ...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 bac
    6 KB (900 words) - 15:15, 27 December 2023
  • ...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: Slow
    7 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, t
    4 KB (577 words) - 04:46, 15 December 2023
  • ...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 can
    4 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 (1,396 words) - 16:22, 13 July 2023
  • ...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) - 05:22, 15 December 2023
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