Important Notice: Our web hosting provider recently started charging us for additional visits, which was unexpected. In response, we're seeking donations. Depending on the situation, we may explore different monetization options for our Community and Expert Contributors. It's crucial to provide more returns for their expertise and offer more Expert Validated Answers or AI Validated Answers. Learn more about our hosting issue here.

How are NES graphics laid out?

graphics laid NES
0
Posted

How are NES graphics laid out?

0

I assume you mean in the CHR ROM, right? NES CHR graphics are 2 bitplanes deep. That means that all graphics can be made up of a total of 4 colours. Each tile takes up 16 bytes of data: 8 bytes for the first plane, and 8 for the second. The layout for each plane is the same as any bitmapped 8×8 image: the first byte is a binary representation of the 8 pixels in the first line of graphics; the second byte the same for the second line, and so on. The two bitplanes for each character are stored sequentially, but are combined by the NES to produce a 4-colour tile. • How does palette mirroring work? Palette entry 0 is GOD. It is the most important entry because it determines the background colour, defines transparency for background and sprites, and is mirrored across the palette table. The PPU’s palette table goes from $3F00-$3F1F in its memory. Palette entry 0 is $3F00. But because of mirroring, any changes that you make to $3F00 also directly change $3F10, and vice-versa. Every 4 bytes i

Related Questions

What is your question?

*Sadly, we had to bring back ads too. Hopefully more targeted.

Experts123