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All avaliable (/unavaliable) options for creating tilemaps?
http://forums.nesdev.com/viewtopic.php?f=12&t=15941
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Author:  lidnariq [ Thu May 18, 2017 7:14 pm ]
Post subject:  Re: All avaliable (/unavaliable) options for creating tilema

I found nocash's description to be the clearest one.

In short, it lets you address the SNES's memory as 256x1 pixel bitplanes instead of the odd interleaving per tile.

Author:  HihiDanni [ Thu May 18, 2017 7:58 pm ]
Post subject:  Re: All avaliable (/unavaliable) options for creating tilema

So what is a typical use case scenario for doing the 256x1 writes? I remember playing with these registers hoping to find a way to optimize for streaming new sprite graphics but it doesn't seem like that's what the address remapping is for.

Author:  93143 [ Thu May 18, 2017 8:07 pm ]
Post subject:  Re: All avaliable (/unavaliable) options for creating tilema

Well, psycopathicteen used it to render some 2bpp bullet hell tests in software on the S-CPU; it's easier than dealing with tiles.

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