Acmlm's Board - I2 Archive - Super Mario World hacking - Snes 8bpp Graphics mode?
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Atma X
Posts: 5/801 |
That sucks, oh well, I figured it wasn't very possible anyway, I was just curious about it. |
BMF98567
Posts: 19/1261 |
The screen mode SMW uses doesn't allow that, and I don't think it would be possible to use a different mode. The higher you go, bitdepth-wise, the less screen layers and other features you have. |
HyperLamer
Posts: 48/8210 |
I don't think there's a practical use for it in a game. I seem to recall that the GBA has a 15BPP mode, but it's only useable with a still image (no sprites, since it eats all their memory). |
Atma X
Posts: 2/801 |
Could this be possible to use in SMW, or any Snes game for that matter. (I already know that you currently can't do it in SMW)
I was looking around in Tile Ed 2002, and I noticed that there is an Snes 8bpp mode, which allows all 256 colors to be used as 1 palette, instead of being split up into 16 palettes, which allows only 16 colors per palette.
I figured out how the different "bpp" numbers work. 1bpp is 2 colors 2bpp is 4 colors 3bpp is 8 colors 4bpp is 16 colors 5bpp would be 32 colors 6bpp would be 64 colors 7bpp would be 128 colors and finally... 8bpp is 256 colors
Why would Tile ED 2002 have an Snes 8bpp option if it can't be used, or could it? |
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