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Mosaic draws a background in square blocks of a single color. Final Fantasy VI starts a town or dungeon battle by stepping the size each frame through an HDMA table, blocks n + 1 pixels square for a size n, so the map breaks up twice into blocks up to 8 pixels and then once into blocks up to 161.

  • TransitionFinal Fantasy VI (1994). The battle mosaic's size per frame written through an HDMA table.1

Games

GameYearHowNote
Final Fantasy VI1994Transitionthe battle mosaic's size per frame written through an HDMA table
Every claim about this mechanic, by game (2)

References

  1. ^ abCodeeverything8215, FF6 disassemblybattle.asm 25–61, 65–68; reset.asm 287; +2 files
    How we know
    25; [ battle blur/sound ]
    ⋮
    27.proc BattleMosaic
    28        lda     $078a                   ; branch if battle sound effect is disabled
    29        and     #$40
    30        bne     :+
    31        lda     #SFX::BATTLE_SFX
    32        jsr     PlaySfx
    33:       lda     $078a                   ; return if battle blur is disabled
    34        bmi     Done
    35        stz     $46                     ; clear frame counter
    36Loop:   jsr     WaitVblank
    37        lda     $46
    ⋮
    
    src/field/battle.asm lines 25–61 at 8130132 · upstream ↗
    65; [ execute battle ]
    ⋮
    67.proc ExecBattle
    68        jsr     BattleMosaic
    
    src/field/battle.asm lines 65–68 at 8130132 · upstream ↗
    287        inc     $46                     ; increment vblank counter
    
    src/field/reset.asm line 287 at 8130132 · upstream ↗

    4 more excerpts on the claim page

Sources

Code