EricBall Posted November 15, 2017 Share Posted November 15, 2017 (edited) One of the trickier parts of programming the 7800 is working through the 7800 graphics modes and how to map colors to sprite data, particularly for the 320 modes.Although I've given this info before (except for 320D), I'm hoping that the following will be useful to anyone wanting to program the 7800 or hack existing games. 2019-05-29 I have attached a spreadsheet which breaks down this data into a (hopefully) more usable form.160A (WM=0,RM1=0,RM0=0) 2 bits per pixel, 3 colors + background/transparent from 8 palettes D7531 D6420 palette = P2 P1 P0 0 0 BG / transparent 0 1 C1 1 0 C2 1 1 C3 160B (WM=1,RM1=0,RM0=0) 4 bits per pixel, 12 colors + background/transparent from 2 palettes D75 D64 D31 D20 P2=0 : palette 0-3, P2=1 : palette 4 -7 0 0 0 0 BG / transparent 0 1 0 0 P04 C1 1 0 0 0 P04 C2 1 1 0 0 P04 C3 0 0 0 1 BG / transparent 0 1 0 1 P15 C1 1 0 0 1 P15 C2 1 1 0 1 P15 C3 0 0 1 0 BG / transparent 0 1 1 0 P26 C1 1 0 1 0 P26 C2 1 1 1 0 P26 C3 0 0 1 1 BG / transparent 0 1 1 1 P37 C1 1 0 1 1 P37 C2 1 1 1 1 P37 C3 320A (WM=0,RM1=1,RM0=1) 1 bit per pixel, 1 color + background & transparent from 8 palettes D7531 D6420 palette = P2 P1 P0 0 0 BG + BG / transparent 0 1 BG + C2 1 0 C2 + BG 1 1 C2 + C2 320B (WM=1,RM1=1,RM0=0) 2 bits per pixel, 3 colors + background & transparent from 2 palettes D75 D64 D31 D20 P2=0 : palette 0 P2=1 : palette 4 0 0 0 0 BG + BG / transparent 0 0 0 1 BG + C1 / transparent 0 1 0 0 BG + C2 0 1 0 1 BG + C3 0 0 1 0 C1 + BG / transparent 0 0 1 1 C1 + C1 / transparent 0 1 1 0 C1 + C2 0 1 1 1 C1 + C3 1 0 0 0 C2 + BG 1 0 0 1 C2 + C1 1 1 0 0 C2 + C2 1 1 0 1 C2 + C3 1 0 1 0 C3 + BG 1 0 1 1 C3 + C1 1 1 1 0 C3 + C2 1 1 1 1 C3 + C3 320C (WM=1,RM1=1,RM0=1) 2 bits per pixel, 4 colors + background & transparent from 2 palettes D75 D64 D31 D20 P2=0 : palette 0-3, P2=1 : palette 4 -7 0 0 0 0 BG + BG / transparent 0 1 0 0 P04 BG + C2 1 0 0 0 P04 C2 + BG 1 1 0 0 P04 C2 + C2 0 0 0 1 BG + BG / transparent 0 1 0 1 P15 BG + C2 1 0 0 1 P15 C2 + BG 1 1 0 1 P15 C2 + C2 0 0 1 0 BG + BG / transparent 0 1 1 0 P26 BG + C2 1 0 1 0 P26 C2 + BG 1 1 1 0 P26 C2 + C2 0 0 1 1 BG + BG / transparent 0 1 1 1 P37 BG + C2 1 0 1 1 P37 C2 + BG 1 1 1 1 P37 C2 + C2 320D (WM=0,RM1=1,RM0=0) 1 bit per pixel, 3 colors + background & transparent from 2 palettes P1 P0 D7531 D6420 P2=0 : palette 0 P2=1 : palette 4 0 0 0 0 BG + BG / transparent 0 0 1 0 C2 + BG 0 0 0 1 BG + C2 0 0 1 1 C2 + C2 0 1 0 0 BG + C1 / transparent 0 1 0 1 BG + C3 0 1 1 0 C2 + C1 0 1 1 1 C2 + C3 1 0 0 0 C1 + BG / transparent 1 0 0 1 C1 + C2 1 0 1 0 C3 + BG 1 0 1 1 C3 + C2 1 1 0 0 C1 + C1 / transparent 1 1 0 1 C1 + C3 1 1 1 0 C3 + C1 1 1 1 1 C3 + C3 MARIA.zip Edited May 29, 2019 by EricBall 7 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 9, 2019 Share Posted February 9, 2019 (edited) I was starting to look into 7800 graphics and PacManPlus pointed me to this chart. I thought it'd make things easier to look at in the spreadsheet; so, I came up with this. The zip file contains the PNG and an XLSX file. 7800 Sprite Data to Color Mapping.zip Edited February 9, 2019 by MrFish 4 Quote Link to comment Share on other sites More sharing options...
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