We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS

Search results

Jump to: navigation, search

Page title matches

  • The '''SNES''' utilizes '''indirect color indexing''' to have multiple graphics storing formats available in its architecture: 2bpp, 3bpp, 4bpp, 8bpp and [
    8 KB (1,337 words) - 00:51, 17 December 2023
  • == Graphics == * Red - Extracts native graphics files from the currently loaded ROM.
    3 KB (558 words) - 07:38, 18 July 2023

Page text matches

  • ...able to use new graphics without overwriting Super Mario World's original graphics. It can also be used to fit certain combinations of enemies from different ...ar Magic. It's a "mask" that can replace FG/BG graphics, as well as sprite graphics. Most ExGFX files need to be assembled in Map16 pages, since they don't use
    1,013 bytes (168 words) - 22:10, 6 May 2023
  • #redirect [[Graphics Format]]
    29 bytes (3 words) - 23:37, 9 July 2023
  • == Graphics == * Red - Extracts native graphics files from the currently loaded ROM.
    3 KB (558 words) - 07:38, 18 July 2023
  • ...graphics of a ROM until you see fit. The tool can edit a large quantity of graphics from various gaming programs ranging from GB to SNES. The device can do many things to aid you in making your graphics, like for example loading a level palette from a emulator save-state, or ju
    1 KB (208 words) - 07:06, 28 April 2023
  • 08 Rip van Fish Z tile (unused). May actually be something else, the graphics routine checks the sprite type. 09 Rip van Fish Z tile (unused). May actually be something else, the graphics routine checks the sprite type.
    611 bytes (94 words) - 02:11, 15 March 2023
  • ...ssless data compression format, used by [[A Link to the Past]] to compress graphics. It is also used by [[Super Mario World]] <sup>japanese version only</sup>. ...ress graphics. Technically you can compress anything with this format, but graphics is preferred due to their big size. Seeing the SNES isn't fast, the decompr
    2 KB (303 words) - 19:49, 24 March 2023
  • * 1. [https://www.youtube.com/watch?v=57ibhDU2SAI Graphics and Palettes] * 1b. [https://www.youtube.com/watch?v=nk_TbDO5QpE Graphics and Palettes (3d representation)]
    2 KB (248 words) - 07:23, 28 April 2023
  • ...ossless data compression format, used by [[Super Mario World]] to compress graphics. It is also used by [[Super Mario World 2: Yoshi's Island]]. ...ress graphics. Technically you can compress anything with this format, but graphics is preferred due to their big size. Seeing the SNES isn't fast, the decompr
    2 KB (329 words) - 19:50, 24 March 2023
  • The '''Main Screen''' is a virtual render target where most SNES graphics are drawn. It is not a framebuffer, but a circuit.
    369 bytes (52 words) - 13:38, 20 December 2023
  • The '''Picture Processing Unit''' (PPU) is the SNES graphics chip. The SNES comes in 1chip and 2chip variations, which are terms Ninten
    403 bytes (60 words) - 05:32, 10 November 2023
  • The '''Capcom Cx4''' is an enhancement chip that performs wireframe 3d graphics for ''Megaman X2'' and ''Megaman X3''. It is among the least understood of
    657 bytes (95 words) - 12:33, 20 December 2023
  • * [[Tutorials/Homebrew/Graphics|Graphics]]
    2 KB (255 words) - 21:39, 16 July 2023
  • ...wo sizes used are 8x8 and 16x16. The sprite data is stored in [[OAM]], the graphics for them are stored in [[VRAM]] and the palette in [[CGRAM]].
    2 KB (252 words) - 18:08, 21 July 2023
  • ...iples of 128 bytes. It appears to be designed specifically for compressing graphics.
    3 KB (527 words) - 08:25, 12 June 2023
  • [[Category:Graphics]]
    501 bytes (80 words) - 03:28, 10 November 2023
  • ...and Tilemap Change:''' It is used for any resource that requires changing graphics or tilemaps dynamically. ...pport:''' It is necessary to use conventional Dynamic Sprites. Requires '''Graphics and Tilemap Change'''.
    11 KB (1,820 words) - 01:58, 23 July 2021
  • ...f the first completed overhaul ROM Hacks that uses 99% completely original graphics to create its own universe. ...ester's defeat that was shown was never used in the final game. The player graphics have also been changed many times, and also the overworld. In March 17th Ee
    3 KB (513 words) - 21:35, 3 May 2023
  • ...lossless data compression format, used by Pokemon Gold/Silver to compress graphics and other data. The LZ3 compression format is similar the [[LZ2]] compressi You can use the LC_LZ3 compression to mainly compress graphics and data. Technically you can compress anything with this format.
    2 KB (336 words) - 19:49, 24 March 2023
  • ...lossless data compression format, used by [[Super Mario Kart]] to compress graphics and other data. The LZ5 compression format is a slight enhancement of the [ You can use the LZ5 compression to mainly compress graphics and data. Technically you can compress anything with this format.
    2 KB (363 words) - 19:50, 24 March 2023
  • This is the location and allocation of graphics and tilemap resources used by [[Super Mario World]] on the VRAM, depending The format was introduced by smkdan for allowing two more graphics slots and by reducing the L1/L2 tilemap to 512x256.
    3 KB (389 words) - 21:24, 18 April 2021
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)