Can the SNES use 1bpp tiles?
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Can the SNES use 1bpp tiles?
Can the SNES use 1bpp tiles? I know 3bpp is not a normal SNES format and a trick is used to load it as 4bpp, so can the same be done for 1bpp tiles?
Re: Can the SNES use 1bpp tiles?
Please stop!
Re: Can the SNES use 1bpp tiles?
Unfortunately, there's no native support for 1BPP, so you'd have to convert it to 2BPP in software after the graphics are loaded into RAM.
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Re: Can the SNES use 1bpp tiles?
Looks like Pilotwings did used
Re: Can the SNES use 1bpp tiles?
Did you look in the ROM? Did you look through a debugger? How do you know the background isn't padded into a 2BPP format?
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
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Re: Can the SNES use 1bpp tiles?
It is in 2bpp format, on layer 3 using mode 1.
It must be 1bpp software converted to 2bpp. Using just transparent+1 color with real 2bpp would be the worst design ever.
Re: Can the SNES use 1bpp tiles?
The debug screen in Wild C.A.T.S. is stored as 1bpp (appears as black and white RAM viewer). You have to hack or modify in a debugger to get to this screen, or if you have a dirty cartridge and the game gets a failed read (00 = BRK) you could get this screen.
This video at 45 seconds.
https://youtu.be/TFNBjcwN5ww
This video at 45 seconds.
https://youtu.be/TFNBjcwN5ww
nesdoug.com -- blog/tutorial on programming for the NES
Re: Can the SNES use 1bpp tiles?
The short answer to the question is:
Hardware: no
Software: of course
Hardware: no
Software: of course
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Re: Can the SNES use 1bpp tiles?
That is it, for hardware all the tiles will occupy 16 Bytes, 1BPP tiles really are 2BPP but using less colors thant these can.
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Re: Can the SNES use 1bpp tiles?
You guys know there is a way to DMA 1bpp tiles without having the CPU manually convert tiles, right?
Re: Can the SNES use 1bpp tiles?
No, I don't.psycopathicteen wrote: ↑Sun Nov 22, 2020 1:58 pm You guys know there is a way to DMA 1bpp tiles without having the CPU manually convert tiles, right?
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
Re: Can the SNES use 1bpp tiles?
DMA and the increment register can be set to write to only low bytes or only high bytes of 16-bit VRAM words. However, if you want to add a drop shadow, that's on the CPU.
Re: Can the SNES use 1bpp tiles?
When filling only even or only odd bytes in bitplane graphics (as opposed to Mode 7 where it's how you upload tiles and map data separately), it's important to make sure the other byte is zero, or a known value at least, so you don't get pseudo-transparency with random leftover garbage. Of course, under normal circumstances you should only have to do this once.
It strikes me that you could do a bit of motion echo by alternating which byte you fill and flipping the palette around every frame.
It strikes me that you could do a bit of motion echo by alternating which byte you fill and flipping the palette around every frame.
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Re: Can the SNES use 1bpp tiles?
8 Bytes per tile?psycopathicteen wrote: ↑Sun Nov 22, 2020 1:58 pm You guys know there is a way to DMA 1bpp tiles without having the CPU manually convert tiles, right?
I remember having commented it long time ago, but after that time i have discarted that idea.
Last edited by Señor Ventura on Sun Nov 22, 2020 6:14 pm, edited 2 times in total.
Re: Can the SNES use 1bpp tiles?
Combine that with the interlace PPU bit being toggled in any mode that isn't 5 or 6, and you'll get double the motion blur.93143 wrote: ↑Sun Nov 22, 2020 3:02 pm When filling only even or only odd bytes in bitplane graphics (as opposed to Mode 7 where it's how you upload tiles and map data separately), it's important to make sure the other byte is zero, or a known value at least, so you don't get pseudo-transparency with random leftover garbage. Of course, under normal circumstances you should only have to do this once.
It strikes me that you could do a bit of motion echo by alternating which byte you fill and flipping the palette around every frame.
PS2-style.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.