vram E for extended sprite palettes?

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vuurrobin
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vram E for extended sprite palettes?

Post by vuurrobin » Sat Oct 10, 2009 5:50 pm

a small question:

according to this (and me): http://www.dev-scene.com/NDS/NDS_Tutorials_VramTable, you can use vram E for extended sprite palettes. but according to libnds and gbatek you can't.

which one is correct?

Discostew
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Re: vram E for extended sprite palettes?

Post by Discostew » Sun Oct 11, 2009 7:43 am

I believe that GBATek is correct, because of the way extended palettes work. For BG extended palettes, they can use a total of 32Kbytes, but that isn't for just one layer. It is split up among the 4 layers, making it sequential sections of 8KBytes slots (up to 256x16 16-bit color entries). Only BG0 & BG1 have the capability to change which slot they use (I'm not sure exactly the purpose for that unless it has something to do with only having VRAM_G used for BG extended palettes).

IMO, OBJs act like a additional layer to the current 4 BG layers, and is therefore, set the same allotted size of 8KBytes. If VRAM_E were able to do sprite extended palettes, you'd be wasting 56KBytes of video RAM because with the current layout, there's no way to be able to set the palette outside that area.

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vuurrobin
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Re: vram E for extended sprite palettes?

Post by vuurrobin » Sun Oct 11, 2009 10:51 am

okay, thanks :)

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