<r.e. indirect mode ..>
>>"The Character Map is composed by W entries, where W is the
specified width and each entry is one byte long. Each entry is a
Low address byte of a character, and the High address byte is
specified by the Character Base register (see CHARBASE under
REGISTERS). This means that each character on a scan line must
have the same high address byte (sit on the same 256 byte page)."
Does this really mean each zone of background in a 7800 screen can only feature 32 4x8pixel characters & 1 palette?
does seem the 7800 screenshots i've seen have very simplistic background graphics
what tricks were used? did people run length encode sections of backdrop around sprites as background chunks or what?
Edited by ceti331, Sat Apr 24, 2010 5:35 PM.














