NOTE: Do not post in this topic unless you are offering accurate technical specifications. If you have a correction, do it in another thread.
Nintendo Entertainment SystemDisplay Resolution:
- 256 pixels wide by 240 pixels tall.
- Most NTSC TVs (and emulators) crop off the top and bottom 8 rows of pixels.
- Many games crop off the 8 leftmost columns of pixels.
Palettes:
- The NES has a palette of approximately
52 colors.- From these colors, the NES can make 8 palletes.
-- 4 palettes for the background layer and 4 for the sprites
-- Each palette has 4 colors, with each palette sharing the same transparent background color.
- The NES supports emphasizing red, green, and blue colors as well as switching to monochrome, but very few commercially release games took advantage of this (they could've done some sweet pseudo-transparency effects
![Sad :(](https://www.vgmaps.com/forums/Smileys/default/sad.gif)
).
Tiles:
- Tiles are 8 by 8 pixels, with each pixel being represented by 2 bits, thus allowing 4 colors (2^2) per pixels.
- There are 512 tiles total: 256 for the background and 256 for sprites.
Sprites:
- The maximum amount of sprites onscreen is 64.
- The maximum amount of sprites per scanline is 8
- Sprites can be flipped vertically and horizontally.
- Sprites can either be 8 or 16 pixels tall.
-- Note: This is a global setting. You cannot have 8 and 16 pixel tall sprites onscreen at the same time.
-- In 8x16 sprite mode the game can use sprite and background tiles. This is accomplished by sacrificing the last bit of the "tile number" for the 8x8 sprite mode.
--- Note: Tiles in the 8x16 sprite mode cannot be selected independently. The ID of the second tile is always the one directly after the first.
Backgrounds:
(I'll get to that later. My class is about to start.
![Tongue :P](https://www.vgmaps.com/forums/Smileys/default/tongue.gif)
)
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"its a good day to do what has to be done by me and help my brother to defeat the enemys" - John Freeman