![]() ![]() character tiles 1 through 16 then the "transparent bottom line" tile at 17.character tiles 17 through 32 set to the transparent tile.character tiles 1 through 15 then the "transparent bottom line" tile at 16.character tiles 17 through 32 in the vram tilemap (scb1) untouched.character tiles 5 through 32 set to the transparent tile.character tiles 1 through 3 then the "transparent bottom line" tile at 4. ![]() ![]() character tiles 5 through 32 in the vram tilemap (scb1) untouched.character tiles 18 through 32 in the vram tilemap (scb1) untouched.Running on real hardware: AES with Neo SD Pro, AES has LSPC-A0 You can also see that checkerboard in the filler.png above Results Notice that tile at index 255 is a checkerboard pattern, that plays a role in the findings. The last tile has its bottom row set to color zero. Have any input?Ī bunch of filler tiles were added to the front of the C ROM (magenta means color index 0, ie transparent)Īnd here are the Character Tiles that were used. A small experiment exploring what graphical artifacts occur when scaling a sprite vertically. ![]()
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