OpenSNES
Modern Open-Source SNES Development SDK
Loading...
Searching...
No Matches
Graphics & Backgrounds Tutorial

This tutorial covers SNES graphics fundamentals including video modes, backgrounds, and tilemaps.

SNES Video Modes

The SNES has 8 video modes (0-7). OpenSNES primarily uses:

Mode BG1 BG2 BG3 BG4 Best For
0 4 colors 4 colors 4 colors 4 colors Text, simple UI
1 16 colors 16 colors 4 colors - Most games
7 256 colors (rotatable) - - - Racing, rotation effects

Setting Up Graphics

Initialize Display

#include <snes.h>
int main(void) {
// Initialize console (sets up display, enables NMI)
// Set video mode 1 (most common for games)
// Enable BG1 on main screen
// Turn on display
while (1) {
}
return 0;
}
int main(void)
Definition main.c:66
void consoleInit(void)
Initialize SNES hardware.
void WaitForVBlank(void)
Wait for next VBlank period.
void setScreenOn(void)
Enable screen display.
Definition console.h:115
#define REG_TM
Main screen designation (W).
Definition registers.h:187
#define TM_BG1
Definition registers.h:445
#define BGMODE_MODE1
Definition registers.h:435
OpenSNES common-case master header.
void setMode(u8 mode, u8 flags)
Set background mode.

Loading Tiles to VRAM

Tiles are 8x8 pixel graphics stored in VRAM. For 4bpp (16 color) tiles:

// Tile data (32 bytes per 8x8 tile for 4bpp)
const u8 my_tiles[] = {
// Plane 0-1 (16 bytes)
0xFF, 0x00, 0xFF, 0x00, 0xFF, 0x00, 0xFF, 0x00,
0xFF, 0x00, 0xFF, 0x00, 0xFF, 0x00, 0xFF, 0x00,
// Plane 2-3 (16 bytes)
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
void load_tiles(void) {
u16 i;
// Set VRAM address (tiles at $1000)
REG_VMAIN = 0x80; // Increment on high byte
REG_VMADDL = 0x00;
REG_VMADDH = 0x10; // $1000
// Copy tile data
for (i = 0; i < sizeof(my_tiles); i += 2) {
REG_VMDATAL = my_tiles[i];
REG_VMDATAH = my_tiles[i + 1];
}
}
static u8 i
Definition main.c:156
#define REG_VMADDH
VRAM address high (W).
Definition registers.h:124
#define REG_VMAIN
VRAM address increment mode (W).
Definition registers.h:112
#define REG_VMADDL
VRAM address low (W).
Definition registers.h:121
#define REG_VMDATAL
VRAM data write low (W).
Definition registers.h:127
#define REG_VMDATAH
VRAM data write high (W).
Definition registers.h:130
unsigned short u16
16-bit unsigned integer (0 to 65535)
Definition types.h:53
unsigned char u8
8-bit unsigned integer (0 to 255)
Definition types.h:47

Setting Up Tilemaps

Tilemaps define which tiles appear where on screen. Each entry is 2 bytes:

Bits: vhopppcc cccccccc
v = vertical flip
h = horizontal flip
o = priority
ppp = palette (0-7)
cccccccccc = tile number (0-1023)
void setup_tilemap(void) {
u16 x, y;
// Set VRAM address for tilemap ($0400)
REG_VMADDL = 0x00;
REG_VMADDH = 0x04;
// Fill 32x32 tilemap
for (y = 0; y < 32; y++) {
for (x = 0; x < 32; x++) {
REG_VMDATAL = 0x01; // Tile number 1
REG_VMDATAH = 0x00; // No flip, palette 0
}
}
}

Setting Palettes

SNES uses 15-bit color (RGB555):

void setup_palette(void) {
// Set CGRAM address (palette 0)
REG_CGADD = 0;
// Color 0: Black (transparent for BG)
REG_CGDATA = 0x00;
REG_CGDATA = 0x00;
// Color 1: White
REG_CGDATA = 0xFF;
REG_CGDATA = 0x7F;
// Color 2: Red
REG_CGDATA = 0x1F;
REG_CGDATA = 0x00;
// Color 3: Green
REG_CGDATA = 0xE0;
REG_CGDATA = 0x03;
// Color 4: Blue
REG_CGDATA = 0x00;
REG_CGDATA = 0x7C;
}
#define REG_CGADD
CGRAM address (W).
Definition registers.h:154
#define REG_CGDATA
CGRAM data write (W).
Definition registers.h:157

Background Scrolling

s16 scroll_x = 0;
s16 scroll_y = 0;
void update_scroll(void) {
// Write scroll registers (write twice for 16-bit value)
REG_BG1HOFS = (u8)scroll_x;
REG_BG1HOFS = (u8)(scroll_x >> 8);
REG_BG1VOFS = (u8)scroll_y;
REG_BG1VOFS = (u8)(scroll_y >> 8);
}
#define REG_BG1VOFS
BG1 vertical scroll (W, 2x write).
Definition registers.h:91
#define REG_BG1HOFS
BG1 horizontal scroll (W, 2x write).
Definition registers.h:88
signed short s16
16-bit signed integer (-32768 to 32767)
Definition types.h:50

Parallax Scrolling

For depth effect, scroll backgrounds at different speeds:

// In main loop:
scroll_x++;
// BG1 (foreground) - full speed
REG_BG1HOFS = (u8)scroll_x;
REG_BG1HOFS = (u8)(scroll_x >> 8);
// BG2 (background) - half speed
REG_BG2HOFS = (u8)(scroll_x >> 1);
REG_BG2HOFS = (u8)((scroll_x >> 1) >> 8);
#define REG_BG2HOFS
BG2 horizontal scroll (W, 2x write).
Definition registers.h:94

Using gfx4snes

Convert PNG images to SNES format using gfx4snes (based on PVSnesLib):

# Convert 8x8 tiles with palette output
gfx4snes -s 8 -p -i tiles.png
# Output: tiles.pic (tile data), tiles.pal (palette)
# Convert 16x16 sprites with palette
gfx4snes -s 16 -p -i sprites.png
# Convert with metasprite definition (for animation)
gfx4snes -s 16 -p -T -X 32 -Y 48 -i character.png
# Output: character.pic, character.pal, character_meta.inc
# Convert against a committed palette (do not re-quantise)
gfx4snes -s 8 -c master.pal -i tiles.png

-c <file.pal> imposes a committed palette instead of quantising the image's own colours. The build fails — naming the offending colour — if the image uses any colour not in that palette. This is the fix for the "adding one tile re-quantises the whole palette and shifts every existing tile's hue" problem: author the palette once, commit it, and impose it on every conversion so a new tile can only reuse existing entries.

Include the generated data in your assembly file:

sprite_tiles:
.incbin "res/sprites.pic"
sprite_tiles_end:
sprite_pal:
.incbin "res/sprites.pal"
sprite_pal_end:

Example: Complete Background Setup

See examples/scrolling/parallax_scroll/ for a complete parallax scrolling example.

Hi-res and interlace (Modes 5/6, SETINI)

BG Mode 5 renders 512 horizontal pixels (16x8 tiles, stored as 8x8 character pairs N/N+1); adding screen interlace (videoSetInterlace(1), SETINI bit 0 through the lib's write-only shadow) doubles vertical to 448 lines. Three traps, all demonstrated by examples/backgrounds/mode5_hires:

  1. Hi-res content displays through BOTH screens: setMainScreen(LAYER_BG1) AND setSubScreen(LAYER_BG1), or odd columns stay blank.
  2. In interlace, tile texel rows map 1:1 to hi-res lines — a full-height page needs 56 tile rows (a 32x64 tilemap), not 28.
  3. On a modern LCD the alternating columns show as fringing; a period CRT blended them. The example's README has the full explainer.

videoSetObjInterlace, videoSetOverscan and videoSetPseudoHires cover the other SETINI bits — overscan shrinks the VBlank DMA budget by ~15 lines, see the header warning.

Next Steps