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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
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?
Acmlm's Board - I2 Archive - Super Mario World hacking - Snes 8bpp Graphics mode?


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