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- Step 6. Calculate the size of VRAM and the size of the table stored in VRAM, and confirm that the table can be stored in VRAM.
- VRAM size
- Character pattern (number and size)
- Pattern name table (number and size)
- Bitmap pattern (number and size)
- Line scroll table
- Vertical cell scroll table
- Rotation parameter table
- Coefficient table
- Line color screen table
- Back screen table
- Line window table
Step 7. Select to use VRAM.
- VRAM bank division
- VRAM access method
Step 8. Create a character pattern and pattern name table.
- Selects the character number auxiliary mode.
- Sets the reverse function bit.
Creates a bitmap pattern for the bitmap format.
Step 9. Create other VRAM tables.
Step 10. Define priority and color operations taking into account sprite data.
Step 11. Set special functions.
- Special function code
- Special priority function
- Extended color calculation function
- Blur calculation function
- Color offset function
- Shadow function (Normal, MSB)
Step 12. Consider the story, reconfigure the screen, redefine and reconfigure VRAM and registers.
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