Most of this stuff is from regs.txtMaybe I'm missing something but that's all that comes to mind right now. Mode 0 - In Mode 0, you have 4 BGs of 4 colors each. Mode 1 - Nothing special about Mode 1, its the one your used to. In this mode, the 'tile data' for BG3 actually encodes a (possible) replacement HOffset and/or VOffset value for each tile of BG1 and/or BG2. Mode 2 - In Mode 2, you have 2 BGs of 16 colors each. I also believe you can do some fancy things with the direct color mode. Mode 3 - In Mode 3, you have one 256-color BG and one 16-color BG. This too has offset-per-tile functionality. Mode 4 - In Mode 4, you have one 256-color BG and one 4-color BG. They also both activate true hires by default. Mode 6 and 5 - In Mode 5, you have one 16-color BG and one 4-color BG, and in Mode 6, you have only one 16-color BG, and its has offset-per-tile functionality. Note that you ONLY get layer 1 and the sprite layer in this mode, unless you mess around with the EXTBG in mode 7. Mode 7 - Allows you to stretch, move, and rotate a image on layer 1. Wiiqwertyuiop Wrote:Well I'll start with mode 7, since its the most talked about one and most overrated one. Most of us are only familiar with the fabled Mode 7, but our friend wiiqwertyuiop from SMWcentral explains the whole mess pretty well: Quote:If background has 1 layer, 16 colors a 16x16 tile. The SNES can handle only 128 sprites onscreen at once. These can be "stacked" à la Mega Man (NES) too, though. This is the most straightforward guide. There are eight 16-color palettes available to sprites.ġ6 colors per 8x8 or 16x16 sprite, yeah. SNES 4bpp graphics are indeed "15-bit", but in the ROM, they're 16-bit with the first bit ignored, so that's five bits for blue, five for green, five for red.ĠBBBBBGG GGGRRRRR. Mind you, this looks like an early Windows game but it is still running on a real SNES. RPM Racing is to my knowledge the only game that uses the "True" High Resolution mode this extensively, and it looks pretty cool indeed. Kirby's Dream Land 3 uses Pseudo High Resolution mode, and it's evident in the foreground trees: The SNES also supports "Pseudo High resolution mode" and "High resolution mode" which effectively doubles the resolution either horizontally, or in total. Compare the Super Mario World US and Europe versions' title screens: The games released in the PAL region were 256 x 240. Other than that, everything else about spriting in SNES style or GBA style follows the norms of spriting as explained in the Spriting Dictionary thread. In the case of backgrounds, the bottom layer will never have transparent parts, so it will be 4 colors per 16x16 tile of the bottom layer if you're using multiple layers, or 16 colors per 16x16 tile if you're using only a single layer. So unless your sprite is a square with no transparent parts you can only have 15 non-transparent colors per sprite or 3 non-transparent colors per 16x16 background tile (if the background has more than one layer). One final note regarding SNES sprite limitations: when counting the number of colors per sprite or background layer, you must keep in mind that the number of colors includes transparency as one of the colors. One of those 4 colors on that layer's 16x16 tile can be transparency if not the bottom layer. I would like to add that another SNES restriction is 4 layers per background maximum. If background has several layers, 4 colors a 16x16 tile If background has 1 layer, 16 colors a 16x16 tile. Take any three of the numbers above (even if the three numbers you choose are all the same number, or even if two of the three numbers you choose are the same number) to make a composite RGB (short for Red, Green, Blue) color value that falls under the 15-bit color range.Īnother friend of mine, DragonDePlatino (you all may be familiar with him), gave me the nitty-gritty details of the sprite limitations for the SNES and the GBA: These are the possible SNES and GBA color values for Red, for Green, and for Blue. Common knowledge dictates that the SNES (Super Nintendo Entertainment System) and GBA (Game Boy Advance) used 16-bit graphics, right? Well, unfortunately, common knowledge, in this case, would be mistaken-the SNES and GBA actually, in fact, worked in the 15-bit color range.Ī friend of mine, SomeGuyNamedDavid (he doesn't have an account on this website), gave me the complete list of values for 15-bit colors.
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