Sorry in advance if my tone seems more blunt than usual, I've been up way too long and need to sleep.
but my Genesis had 16-bit wrote on the top of the system
...
What was SOA's proposal in terms of specs/design for the Saturn?
Too tired, I'll try and look it up later on for you.
1. It is a 32 bit microprocessor sitting on a 16-bit-wide *DATA* bus.
Ah, that's what I was thinking might be the case.
I'm curious how they made this happen. Were the 32-bit instructions simply broken down into two 16-bit operations? I imagine that would be a
major pain in the ass for multiplication and division, but quite simple for addition and subtraction.
You can blame that design decision on the fact that the SNES was supposed to be backwards compatible with the NES.
Yeah, and then they went and changed things too much anyway. Bastards. bsnes could've been bsnes (btw i am dumb) as well :(
Fix'd. ;)
I was referring to the tiledata, not the tilemap. I suppose I should've mentioned that before ... very well:
Only the lower 32,768 bytes are used in Mode 7. Each word is interleaved, one byte for tiledata, one byte for tilemap. That's 16,384 bytes each. Or 128x128 tiledata, and 128x128 tilemap. 128/8x8=16*16=256 tiledata, 128*8x8=1024x1024. Each tilemap entry is thus 8-bits, as is the tiledata (or 7-bits in EXTBG where the highest bit becomes a priority bit.)
Another limitation is that while the lower bpp video modes could address up to 1,024 unique tiles using their tilemaps, mode7 was limited to 256.
Same here. There's also a "Direct Color" mode for 8-bpp backgrounds that displays them in 32,768 colors. It was used in Actraiser 2 and a quite hidden world view mode in Secret of Mana - not very influential.
... what? Direct color is 8-bit, 2^8, or 256-colors, and applies only to BG1. And 11-bit if you count the unbelievably worthless RGB111 extra color that you can only specify once per tile (at best, per 64 pixels). It's actually a really useless mode as the PPU clears the lowest palette bits (white is never really white, but more of a light gray). It's only useful because it frees up the palette for use with other BGs and/or sprites.
To display all 32,768 colors at once, the tech demo took advantage of color add/sub.