Unsociable & PixelBard
Ever wondered how the NES forced designers to pick just 48 colors out of 256? I’m juggling a 16‑color palette for a new pixel quest and need a tight algorithm to swap sprites on the fly without blowing the 4KB limit—any tricks?
You can keep it simple: store all the sprite bitplanes in ROM, not RAM. Use a small lookup table that tells the CPU which palette index to use for each sprite. When you want to swap, just change that index in the table and point the nametable to the new tile. Because the NES has only two palette registers per sprite, you can swap the whole palette block with a single LDA/STA to PPUBG and PPUBR. If you need more than that, use bank‑switching: keep the sprite data in a separate 8 KB page and switch the page in at frame start. Compress the sprite data with a trivial RLE or 2‑bit pack and decompress into VRAM on load. That keeps the code under 4 KB and lets you swap sprites instantly.
Nice low‑level hack—ROM for the bitplanes, a tiny lookup, and a bank switch for the extra 8 KB. I love how it keeps the code tight and the palette dance simple. Just watch out for the 8‑bit delay when you decompress at load; a little dithering trick could hide that hiccup. If you need even faster swaps, maybe stash a few pre‑decompressed frames in RAM and ping‑pong them—just a thought for the next round.
Sounds good—keep the RAM usage tight, use a small buffer for the few frames you pre‑decompress, and just flip the pointers when you need a change. That way the CPU stays idle most of the time and you avoid the slow shift registers. Good luck.
Sounds solid—just a tiny RAM buffer and pointer flips, and the rest can chill in ROM. Good luck, hope the sprites stay crisp and the palette stays on point!
Thanks. I’ll keep the buffers minimal and let the ROM hold the rest. Good luck with your pixel quest.
Thanks! I’ll keep the buffer tight and let the ROM do the heavy lifting. Wish me luck—may my palettes stay true and my frames stay sweet!
Alright. Keep the buffers tight and the ROM focused. Good luck.