Search found 4 matches
- Sun Apr 26, 2015 8:46 pm
- Forum: NESemdev
- Topic: CPU and PPU clock math
- Replies: 6
- Views: 3841
Re: CPU and PPU clock math
Also note that the real clock frequency is never exactly what is advertised, for example on the 21.47 MHz clock you can see a +-40 Hz tolerance in the page you linked. If theres a +- 40Hz tolerance, then why is it important to care about being 1 PPU cycle short when its an odd frame. Wouldn't it no...
- Sun Apr 26, 2015 6:28 pm
- Forum: NESemdev
- Topic: CPU and PPU clock math
- Replies: 6
- Views: 3841
CPU and PPU clock math
I've read[1] that the NES PPU (NTSC/2C02) is 3 times the speed of the NES CPU. According to the wiki: The NES CPU operates at a speed of 21.477272 MHz / 12 = 1789773Hz. The NES PPU operates at a speed of 21.477272 MHz / 4 = 5369318Hz. If we take the CPU speed and run the "3 times slower than th...
- Sat Apr 18, 2015 7:46 pm
- Forum: NESemdev
- Topic: Render per pixel, scanline, or frame?
- Replies: 3
- Views: 1881
Render per pixel, scanline, or frame?
Is it realistic for an emulator to be coded such that each pixel is rendered to the screen? I'm coding up an emulator in SDL and finding that my computer, a modern i7, is struggling to render per pixel. Do most emulators actually render per pixel, scanline, or frame? I'm just figuring, if its per pi...
- Sun Apr 05, 2015 7:21 am
- Forum: NESemdev
- Topic: Stuck on PPU Implementation
- Replies: 17
- Views: 10970
Stuck on PPU Implementation
I just finished writing my CPU and tested it against Klaus' 6502 test program. Everything works except BCD mode. I'm now starting to write the PPU. The CPU seems like a walk in the park compared to what I'm trying to grok on the nesdev wiki. What's a great/easy ROM for testing while programming the ...