Register - Graphics Mode: Difference between revisions
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NerdOfEpic (talk | contribs) (Created page with "Setting a mode value into the Graphics Modes register is how graphics modes are switched. All graphics mode changes are, by design, destructive to almost all data in the PPU. {| class="wikitable" ! Bit !! 7 !! 6 !! 5 !! 4 !! 3 !! 2 !! 1 !! 0 |- ! $02FF | G || G || G || G || G || G || G || G |} ''' Key ''' * G - Graphics Mode [0-255] This register is a part of the Control Page.") |
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Setting a mode value into the [[Graphics Modes]] register is how graphics modes are switched. All graphics mode changes are, by design, destructive to almost all data in the PPU. | Setting a mode value into the [[Graphics Modes]] register is how graphics modes are switched. All graphics mode changes are, by design, destructive to almost all data in the PPU. This is because most modes use different layouts for tiles and different arrangements of palette data. It was decided that keeping around data that is misaligned is worse than wiping it out. | ||
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Latest revision as of 20:25, 22 January 2024
Setting a mode value into the Graphics Modes register is how graphics modes are switched. All graphics mode changes are, by design, destructive to almost all data in the PPU. This is because most modes use different layouts for tiles and different arrangements of palette data. It was decided that keeping around data that is misaligned is worse than wiping it out.
Bit | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
---|---|---|---|---|---|---|---|---|
$02FF | G | G | G | G | G | G | G | G |
Key
- G - Graphics Mode [0-255]
This register is a part of the Control Page.