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Old 09 June 2017, 11:43   #39
kovacm
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Join Date: Jan 2012
Location: Serbia
Posts: 275
Thanks, now things are much more clear now.

Just one more thing:
Quote:
It doesn't use bitmaps if that's what you mean. The background layers are tile maps, which are stored in VRAM. So rather than actual graphics, it's just a 2D array of tile numbers. The hardware knows where in ROM to look for each tile number.
You insist that that CPS does not use planar bitmaps. Can we clear how background tiles work?
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Now I understand that RAM only hold ID of tile and actual data (pixels) are in ROM.

If every sprite and tile has one 16 color palette so every pixel is stored as 4bit value of palette entry. Also every sprite/tile need to store information which palette he use (one byte is enough if there is 192 different palettes).

So what happens if you need to display background tile (e.g. 16x16px) but from 4th pixel? Player move to right for 3 pixel and entire background should now be displayed shifter for 3 pixels. How hardware do this?
It simple know that should start to read from 4th pixel and after 13 pixels to wrap and read (display) 1st pixel in tile?
I mean there is no need to rotating bits in byte (or more bytes, like in case of ST) on bitplanes (or similar technique) like in ST or Amiga?
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