Talk:RPM Racing

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High Resolution Graphics Mode Does Not Sacrifice Colour, It Sacrifices Layers[edit]

This article claims that the SNES' 'High Resolution Graphics Mode', which is actually a term that applies to SNES video modes 5 and 6, sacrifices colour.

Compared to mode 1, the most commonly used mode in SNES games, this is not really the case, as the 4BPP (15 colours per tile) layer of mode 5 and mode 6 has the same colour limit per tile and is able to use the same amount of palettes as each 4BPP layer of mode 1, and the 2BPP (3 colours per tile) layer of mode 5 also has the same colour limit per tile and is able to use the same amount of palettes as the 2BPP layer of mode 1.

Note that I said 'the 4BPP layer'. Modes 5 and 6 have less layers than mode 1. Mode 5 has only 2 layers, one 4BPP and one 2BPP. Mode 6 has only 1 layer, and it's 4BPP, though it's also able to separately scroll each column of tiles in intervals of 16x1. [1]

The only colour limitation that applies to modes 5 and 6 that I can think of is the lack of colour maths(meaning no automatically translucent effects), but that's it.

So what modes 5 and 6 truly sacrifice are layers, not really colours themselves.

2603:9000:7E05:6F9E:D488:221:2817:5B6E (talk) 22:06, 26 April 2022 (UTC)[reply]

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