If one wants to swap palettes in a modern game, one would use either GLSL shaders or create multiple images with different colors.
But on the NES, they obviously didn't have shaders. So how did they do it during actual rendering then? If one was to replace color pixel by pixel during drawing or draw anything at all pixel by pixel in a modern game performance would become very slow. The NES clearly found a very efficient way, so what was used? I cant find this straight info anywhere on the web including the wiki so I am asking here. Is the NES method of palette swapping impossible on modern hardware?
To be clear what I mean is how does it get from the data of "colors and tiles" to be drawn on the screen with said colors
PS The reason I ask is I was wanting to know if its possible or impossible to do 100% real palette swapping, not imitated using shaders, in a game these days? Thanks
But on the NES, they obviously didn't have shaders. So how did they do it during actual rendering then? If one was to replace color pixel by pixel during drawing or draw anything at all pixel by pixel in a modern game performance would become very slow. The NES clearly found a very efficient way, so what was used? I cant find this straight info anywhere on the web including the wiki so I am asking here. Is the NES method of palette swapping impossible on modern hardware?
To be clear what I mean is how does it get from the data of "colors and tiles" to be drawn on the screen with said colors
PS The reason I ask is I was wanting to know if its possible or impossible to do 100% real palette swapping, not imitated using shaders, in a game these days? Thanks