if the play field palette is 16 bytes 0x0 - 0xf and the sprite palette is 0x10 - 0x1f, and ignoring the mirroring, that is 16 + 16 = 32 bytes. i read that there are 6 bits in the palette which is 64 bytes. i have a 64 palette table, but only the first 32 are used. where and how are the last 32 bytes used ?
i also read that if the monochrome bit is set the lower 4 bits are not used leaving bits 4 and 5, (starting at 0).
and how do the color emphasis bits effect the monochrome bit ?
right now i am drawing each pixel from ppu output and and using a 64 bit palette array. i wanted to use a hardware palette. i was looking at sdl and that has an 8 bit palette. and wanted to use that.
i havent dont graphics programming so this is a first.
thanks
matt
i also read that if the monochrome bit is set the lower 4 bits are not used leaving bits 4 and 5, (starting at 0).
and how do the color emphasis bits effect the monochrome bit ?
right now i am drawing each pixel from ppu output and and using a 64 bit palette array. i wanted to use a hardware palette. i was looking at sdl and that has an 8 bit palette. and wanted to use that.
i havent dont graphics programming so this is a first.
thanks
matt