@capital it's the famicom format, one of the advantage for 2-bit is that you can draw the layers independently when needed.
https://www.nesdev.org/wiki/PPU_pattern_tables
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@capital it's the famicom format, one of the advantage for 2-bit is that you can draw the layers independently when needed. 2 comments
@capital For example in Oquonie, I have the outline and fill for player assets as chr tiles, if I want to make the fill color of the character blink, I can draw only the second half of the chr tile for just repainting the fill, or both at once. |
@neauoire I assumed there was some relationship with your past work in the Famicom. However, I don't quite understand the layering advantage? Is it faster to do since the bits for each channel are separated?
(I don't have much historic context for .chr formats and the Famicom)