Windows: Difference between revisions
Rainwarrior (talk | contribs) (explain the color window's blacking function) |
Rainwarrior (talk | contribs) (sub screen CGWSEL is transparent) |
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| style="text-align: right" | <tt style="white-space: nowrap">MMSS ..AD</tt> | | style="text-align: right" | <tt style="white-space: nowrap">MMSS ..AD</tt> | ||
| W8 | | W8 | ||
| main/sub screen color window black regions (MS), fixed/subscreen (A), direct color (D). | | main/sub screen color window black/transparent regions (MS), fixed/subscreen (A), direct color (D). | ||
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Additionally if two windows are enabled for the same layer, boolean logic can be applied between them ([[PPU registers#WBGLOG|WBGLOG]]/[[PPU registers#WOBJSEL|WOBJSEL]]). An individual window is 0 when showing the layer, and 1 when hiding it. This logic will combine the effect of both windows in the chosen way. | Additionally if two windows are enabled for the same layer, boolean logic can be applied between them ([[PPU registers#WBGLOG|WBGLOG]]/[[PPU registers#WOBJSEL|WOBJSEL]]). An individual window is 0 when showing the layer, and 1 when hiding it. This logic will combine the effect of both windows in the chosen way. | ||
The windows can be selectively applied to the main screen and sub screen layers ([[PPU registers#TMW|TMW]]/[[PPU registers#TSW|TSW]]), | The windows can be selectively applied to the main screen and sub screen layers ([[PPU registers#TMW|TMW]]/[[PPU registers#TSW|TSW]]). | ||
Finally, the color window can be used to black areas of the main screen, or create a transparent region on the sub screen to mask [[color math]] ([[PPU registers#CGWSEL|CGWSEL]]). | |||
== See Also == | == See Also == |
Revision as of 01:48, 13 October 2022
Windows are used to hide layers from regions of the screen. On a per-scanline basis, they can be used to cut out areas of:
- Background layers (BG1, BG2, BG3, BG4)
- The Sprite layer (OBJ)
- The main screen
- The sub screen (color math)
Registers
Name | Address | Bits | Type | Notes |
---|---|---|---|---|
W12SEL | $2123 | DdCc BbAa | W8 | Enable (ABCD) and Invert (abcd) windows for BG1 (AB) and BG2 (CD). |
W34SEL | $2124 | DdCc BbAa | W8 | Enable (EFGH) and Invert (efgh) windows for BG3 (EF) and BG2 (GH). |
WOBJSEL | $2125 | LlKk JjIi | W8 | Enable (IJKL) and Invert (ijkl) windows for OBJ (IJ) and color (KL). |
WH0 | $2126 | LLLL LLLL | W8 | Window 1 left position. |
WH1 | $2127 | RRRR RRRR | W8 | Window 1 right position. |
WH2 | $2128 | LLLL LLLL | W8 | Window 2 left position. |
WH3 | $2129 | RRRR RRRR | W8 | Window 2 right position. |
WBGLOG | $212A | 4433 2211 | W8 | Window mask logic for BG layers (00=OR, 01=AND, 10=XOR, 11=XNOR). |
WOBJLOG | $212B | .... CCOO | W8 | Window mask logic for OBJ (O) and color (C). |
TMW | $212E | ...O 4321 | W8 | Main screen layer window enable. |
TSW | $212F | ...O 4321 | W8 | Sub screen layer window enable. |
CGWSEL | $2130 | MMSS ..AD | W8 | main/sub screen color window black/transparent regions (MS), fixed/subscreen (A), direct color (D). |
Window
The SNES has two window devices.
Each window has a left and right pixel position (WH0/WH1/WH2/WH3) where the window should hide the affected layers. The window effect (1 output) is at left <= X <= right. If left > right then the window is disabled (all 0 output). HDMA can be used to create shapes by adjusting the left/right position for each scanline.
If the window is inverted (W12SEL/W34SEL), the left/right position instead defines where the window should not hide the affected layers.
Additionally if two windows are enabled for the same layer, boolean logic can be applied between them (WBGLOG/WOBJSEL). An individual window is 0 when showing the layer, and 1 when hiding it. This logic will combine the effect of both windows in the chosen way.
The windows can be selectively applied to the main screen and sub screen layers (TMW/TSW).
Finally, the color window can be used to black areas of the main screen, or create a transparent region on the sub screen to mask color math (CGWSEL).