byuu wrote:
When you talk about HDMA, keep in mind that it's only about 268 cycles long. If you try and do 8 channels * 4 bytes, that works out to 256 cycles. If you throw in indirect HDMA, things aren't going to fit anymore before the PPU reasserts control over the CGRAM address bus.
Well, unless 93143 is wrong, he said that's 8 arbitrary colors per scanline. The problem he said though, is actually making the image.
byuu wrote:
If you're willing to give up framerate and/or resolution, you could use a 2bpp or 4bpp layer alongside an 8bpp layer and use pseudo-hires blending to produce much more color. You'd probably end up closer to quarter-screen video at that point, but it'd look sharp.
Well, I mean, it's a tradeoff between color depth and size/framerate of the image. I had thought that you could make a drawing application where you could use direct color mode with a 4bpp layer over it using color math for 12bit color, but still have 15 of the 16 color palettes left for everything else. That would be awesome. I think for FMV, the best tradeoff between speed and color is a 2bpp layer over a 4bpp layer using color math. If I'm not mistaken, you could, in theory, actually get up to 4096 colors this way if the first two palettes are used for both the 4bpp and the 2bpp layer, but in practice, I doubt you'd even get to 512 colors.
Not really related, but you know what I found out (mostly to 93143)? If I were to do a Metal Slug port, the one part where there are 3BG layers would actually be possible. The waterfall layer would be layer 2, but the wall in front of that would be made of sprites, BG3, and a window layer. (I'd sandwich it in between BG1 and BG2 like how DKC3 does.) The tree leaves on the top part of the screen could mostly be BG3, but the BG3 status bar is going to be there.
The bottom image has BG3 removed:
Attachment:
Wall.png [ 15.14 KiB | Viewed 2689 times ]
I also found that a large chunk of the waterfall is never visible either, so there are less tiles.