SNES bitmap mode

Discussion in 'Nintendo Game Development' started by xmog123x, Oct 19, 2012.

  1. xmog123x

    xmog123x Peppy Member

    Joined:
    May 7, 2010
    Messages:
    382
    Likes Received:
    14
    Hey, in the old days when I used to code for the GBA, I remember it had a bitmap mode. I've got a great idea for a multitap game for the snes, but it would have to use a bitmap mode in order to plot various pixels. Unless I'd dynamically create tiles (cause I haven't found anything about a bitmap mode in the snes techdocs). Any thoughts on that? Also, I haven't checked in the snes dev for a while, is there a template somewhere to compile a hello world in C for the snes along with the compiler/linker? I don't really have the time to get down with the 65c816 assembler :p
     
  2. MottZilla

    MottZilla Champion of the Forum

    Joined:
    Feb 1, 2006
    Messages:
    5,066
    Likes Received:
    102
    There isn't a real bitmap mode exactly. There is an 8-bit tile mode. You could setup the nametable/background in a way to make a sort of framebuffer. Performance may suck since the CPU isn't exactly lightning fast. Could you elaborate on what you need a bitmap for?

    Also if you are using C then performance will be worse as SNES doesn't have much muscle to spare. You'll have to code it carefully for the best performance. But it can be done, and the type of game may allow for programming in C not to be a problem. But fast paced action games are not that type.
     
  3. xmog123x

    xmog123x Peppy Member

    Joined:
    May 7, 2010
    Messages:
    382
    Likes Received:
    14
    I need to plot pixels/lines/circles for doing something like a multiplayer snake game with powerups. The player strands will be 1 pixel wide for better use of the small screen resolution.

    Also, does anyone have Undisbeliever's snes sdk that's linked on antihero's snes dev website?
     
sonicdude10
Draft saved Draft deleted
Insert every image as a...
  1.  0%

Share This Page