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PostPosted: Fri Apr 28, 2017 2:05 pm 
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thefox wrote:
allocates the tiles dynamically (i.e., only the tiles that have non-empty CHR data will have non-zero nametable entries), and uses palette switching to get double buffering.


I don't understand. :/


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PostPosted: Fri Apr 28, 2017 2:27 pm 
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Palette switching means that in even frames, bitplane 0 (consisting of bytes $00-$07 of each tile) gets displayed while bitplane 1 (consisting of bytes $08-$0F of each tile) gets filled, and vice versa in odd frames. To display only bitplane 0, set the palette to black, white, black, white, so that bitplane 1 is ignored. To display only bitplane 1, set the palette to black, black, white, white, so that bitplane 0 is ignored.

Dynamic allocation means it stores a partial nametable in main RAM, filled with solid black tiles. When trying to draw pixels into a tile whose current tile number is the solid black tile, it allocates a new tile number for that tile. When trying to draw pixels into a tile that is not the solid black tile, it uses the same tile number that was already there.


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