Hi all,
i'm trying to implement such mode in my library, just want to know how to manage each pixel, I read that I need to have a palette entry and also a tile entry for each pixel ...
Here is what I found about it :
I really don't understand how to address each pixel, does I need to put each pixel in tile entry and also in palette entry for the additionnal palette value ?
Does anyone knows how to manage it ?
i'm trying to implement such mode in my library, just want to know how to manage each pixel, I read that I need to have a palette entry and also a tile entry for each pixel ...
Here is what I found about it :
Quote:
The 256 color mode of mode 3/4 is called direct color mode because the values from the accumulated bitplanes are not indirect pixels for a palette like with other consoles, but instead carry direct RGB values:
BBGGGRRR
Notice there aren't all 5 bits of the master palette. So it can't access all of it. But it can access direct RGB. This has it's use. But there is something else that adds to this. The PPP palette data from the tilemap, now becomes the missing bits for the remaining RGB values from the tile:
RRR1x GGG2x BB3xx
BBGGGRRR
Notice there aren't all 5 bits of the master palette. So it can't access all of it. But it can access direct RGB. This has it's use. But there is something else that adds to this. The PPP palette data from the tilemap, now becomes the missing bits for the remaining RGB values from the tile:
RRR1x GGG2x BB3xx
I really don't understand how to address each pixel, does I need to put each pixel in tile entry and also in palette entry for the additionnal palette value ?
Does anyone knows how to manage it ?