#177826 - Bregalad - Sun Mar 24, 2013 12:56 pm
I mean, if you want full screen 256-colours graphics, it is POSSIBLE with mode 0 (just use a dummy tile-map and 30x20 256 colour tiles), and you get 3 extra BGs for other stuff, while in mode 4 you only have one BG.
It uses a LITTLE mode VRAM because of the need of the dummy tilemap unfortunately, but that's really the only disadvantage I see.
The only real inconvenient I'd see is that it would be slightly harder to address pixels. Instead of doing
You'd have to do :
Slightly more complicated, but considering the ARM processor and all it's barrelshift instructions, it won't hurt performance all that much.
The fact that you could still use 3 BGs for other 2D graphics that don't have to be rendered in soft can be a huge plus.
It uses a LITTLE mode VRAM because of the need of the dummy tilemap unfortunately, but that's really the only disadvantage I see.
The only real inconvenient I'd see is that it would be slightly harder to address pixels. Instead of doing
Code: |
screen[240*y + x] = pixel; |
You'd have to do :
Code: |
coarse_x = x & ~7;
fine_x = x & 7; coarse_y = y & ~7; finy_y = y & 7; screen[64 * (30 * coarse_y + coarse_x) + 8*fine_y + fine_x] = pixel; |
Slightly more complicated, but considering the ARM processor and all it's barrelshift instructions, it won't hurt performance all that much.
The fact that you could still use 3 BGs for other 2D graphics that don't have to be rendered in soft can be a huge plus.