What is the most effective way to display almost random RGB(222) array on NES?
What result can NES produce to display for example and "RGB222" array of almost arbitary values?
I am not (yet) from NES/SNES world so I ask such unintelligent questions! However I will improve.
I know that NES is able to use tile data directly from ROM - thus it's not a problem to display any combinations using one palette for them all.
But what is the most effective way to squeeze as much as possible colors for such full tile reload each frame?
As far I know I read that it's possible to produce 4 colors for 8x1 block of pixels.
The purpose to know what is the most effective combination possible: N colors x (WxH) x FPS
Thanks a lot! Once again sorry for the stupidity of a noob.
What result can NES produce to display for example and "RGB222" array of almost arbitary values?
I am not (yet) from NES/SNES world so I ask such unintelligent questions! However I will improve.
I know that NES is able to use tile data directly from ROM - thus it's not a problem to display any combinations using one palette for them all.
But what is the most effective way to squeeze as much as possible colors for such full tile reload each frame?
As far I know I read that it's possible to produce 4 colors for 8x1 block of pixels.
The purpose to know what is the most effective combination possible: N colors x (WxH) x FPS
Thanks a lot! Once again sorry for the stupidity of a noob.