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Mode 5, 6 examples ? #14
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You're right, I need to work on this mode, I had a request to change "Teenage Queen" game resolution to 512x448. |
thanks a lot for your work ! great explanantion of this mode.
"Mode 5 is rather different from the previous modes. Instead of using an 8/16 pixel wide tile as normal, it always takes a 16 pixel wide tile (the height may still be 8 or 16) and only uses half the pixels (zero-based, the even pixels for subscreen tiles and the odd pixels for mainscreen tiles). Then it forces pseudo-hires on to render a 512-pixel wide scanline. Also, if Interlace mode is on (see bit 0 of $2133), the screen is 448 or 478 half-lines high instead of 224 or 239. Either the odd half-lines or the even half-lines are drawn each frame, as indicated by bit 7 of $213f. Note that this means you must set $212c and $212d to the same value to get the ‘expected’ display." Another nice explanantion (put here for saving purpose) : https://www.reddit.com/r/snes/comments/73n06k/technical_explanation_of_snes_background_modes_06/ |
I worked on mode 5, which is fully functionnal now. I need to find a way to adapt gfx2snes because of the way the information are stored in this mode. Every document, tool usable for this mode are welcome ! |
I've found a very interesting discussion about Mode 5 and interlaced mode As for sprites : they say that width for sprites are doubled and don't take advantage of the increased resolution. I also found another utility (in python) that can convert a map to SNES format using 16x16 tiles here An example for Mode 7 (using 8x8 tiles) I think it should be easier if you just stick with adding support for 16x16 tiles (which Mode 5 does support) for Mode 5/6. |
Any chance of continuing this? I can help if needed. I browsed to find the code changes made, but I guess they were not committed. |
yeah, nothing commit yet because gfx2snes is not ok for decoding this mode. I added the code to switch to this mode in video.c, I just push it but not yet test it. Use it at your own risk ;) ! |
Thank you very much my friend |
Is the gfx2snes done to work with Mode5? downloaded the demo but graphics no good conversion. |
No, currently it does not support mode 5 &6 |
mode 5 is added, mode 6 works like mode 5. |
I don't see any mode 5/6 examples in the Backgrounds folder tho ? Maybe you just added mode 5 to setmode ? |
You did not checked the develop branch! https://github.com/alekmaul/pvsneslib/tree/develop/snes-examples/graphics/Backgrounds/Mode5 |
Hello,
Mode 1, 2, 3 and 7 examples work great. So it would be nice to have an example for Mode 5 and 6 : P
I've been told that triggering Mode 5 or Mode 6 "automatically" enables high resolution mode. (512x448)
I took the Mode 1 example and simply changed from setMode(BG_MODE1,0); to setMode(BG_MODE5,0); but it doesn't seem like it actually enables interlaced mode or even 512 width mode. (it pretty much works like Mode 1)
Taking a closer look at setMode, it looks like it enables background 2 even for Mode 6. Is that on purpose ? Pretty sure i'm doing something wrong but i can't find any example even in assembly that uses Mode 5.
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