Technique · rendering
Mosaic
A Super NES setting that draws a background in square blocks of a single color, for blurs and transitions.
On this page
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
| Game | Year | How | Note |
|---|---|---|---|
| Final Fantasy VI | 1994 | Transition | the battle mosaic's size per frame written through an HDMA table |
Every claim about this mechanic, by game (2)
References
- ^ 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 countersrc/field/reset.asm line 287 at 8130132 · upstream ↗
Sources
Code
- everything8215. 2026. “Final Fantasy VI Disassembly.” Commit 8130132. everything8215/ff6 @ 8130132 · licence, all uses