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  • ...ar format with oddly mixed columns. Pixels are coded by pairs as bytes, in columns from top to bottom. ...
    702 bytes (111 words) - 09:51, 26 June 2017
  • ...l the [[fix layer]] with tile # $FF, palette 0. The leftmost and rightmost columns are cleared with tile # $20, palette 0. ...
    408 bytes (60 words) - 06:22, 16 January 2017
  • Doesn't hide the leftmost and rightmost columns with black [[fix layer|fix]] tiles, which shows the sudden disappearing of ...
    609 bytes (95 words) - 18:16, 8 June 2015
  • |Sets of 8 columns are mirrored. Note [[NEO-273]] isn't used and CA4 on CHA connector goes str |Sets of 2 columns mirrored. CHA 2H1 goes straight to A3 on S ROM. ...
    6 KB (1,118 words) - 00:41, 12 November 2019
  • Most games don't use the leftmost and rightmost columns, as some CRT screens can cut them off. SNK recomends only using a centered ...
    2 KB (314 words) - 17:11, 6 April 2020
  • ...g is performed by [[LSPC]] by skipping a variable number of pixel lines or columns. It can be seen as a simple subsampling of the original graphics since ther ...
    3 KB (436 words) - 06:52, 13 October 2018
  • ...|| Jeff Kurtz || 200x || Ported from Sega System C2? || [[Image:Screencap columns.png|160px]] ...
    6 KB (698 words) - 18:14, 11 March 2023