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authorAlexey 'Cluster' Avdyukhin <clusterrr@clusterrr.com>2022-10-25 22:51:45 +0300
committerGitHub <noreply@github.com>2022-10-25 22:51:45 +0300
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# NesTiler usage examples
+[**nesasm CE**](https://github.com/ClusterM/nesasm) and **make** are required to compile those examples.
+## nrom_simple
+Very simple example with only one full screen image. Demo image is very simple and uses <256 tiles, so there are no need for any bankswitching.
+
+## nrom_simple_offset
+Same as **nrom_simple** but image is cropped, so attribute table bytes are displaced (**--attribute-table-y-offset-#** option).
+
+## nrom_group_scroll
+This example uses two images with shared pattern table (**--share-pattern-table** option), <256 tiles totally, so it's possible to scroll them.
+
+## nrom_split
+This example uses single image splitted in two horizontally, each part uses it's own pattern table, <256 tiles each. Base nametable switches during image rendering, so it's possible to use 512 tiles in total.
+
+## nrom_split_lossy
+Same as **nrom_split** but with сomplicated image that doesn't fit NES colors limitations, so NesTiler tries to optimize it and dismiss some palettes and colors (**--lossy** option).
+
+## mmc3_split4
+This example uses single image splitted into four horizontally. Each part uses it's own pattern table, <256 tiles each. MMC3 IRQs and bankswitching used to switch pattern tables on the respective lines, so it's possible to remove 256 tiles limitation at all.
+
+## mmc3_split2_animation
+Full screen animation. Two images splitted into two parts horizontally. MMC3 IRQs and bankswitching used to switch pattern tables on the respective lines.
+
+## sprites8x8
+Simple 8x8 sprites example.
+
+## sprites8x16
+Simple 8x16 sprites example.