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PostPosted: Tue Jul 11, 2017 1:54 pm 
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Joined: Mon Nov 14, 2016 3:12 pm
Posts: 20
Location: France
I've already programmed the tgx16 and I've had some difficulties with the graphical mode soon I tried to display a picture larger than 16 colors ...

Thank you for explanation.


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PostPosted: Wed Jul 12, 2017 7:48 am 
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Joined: Sun Sep 19, 2004 11:12 pm
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Location: NE Indiana, USA (NTSC)
It's essentially the same concept. On the TurboGrafx-16, each 8x8-pixel space can use one of sixteen 15-color palettes. A 4bpp background on Super NES has half that (eight palettes).


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PostPosted: Wed Jul 12, 2017 1:41 pm 
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Joined: Mon Nov 14, 2016 3:12 pm
Posts: 20
Location: France
The common problem between the TGX16 and SNES is the lack of tools or maybe to know how to use it in my case.

For example, I use GFX2SNES (based on pcx2snes) and SIXPACK for converting image. My problem is how to generate a 16 pictures colors with a 256 colors palette.

I succeed to display the bg1. I can look the bg2 behind the bg1's transparency, but seems to have a palette issue since there is no color on it.


Edit : After watching into no$sns debugger, the BG2's details indicated palette 0 for the whole second layer pixels.

Maybe the PPP bits used for the second 16 colors tiles map are not set don't you think?


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