Search found 77 matches
- Fri May 31, 2013 1:12 pm
- Forum: NESemdev
- Topic: My one cent in PPU documentation
- Replies: 6
- Views: 5770
Re: My one cent in PPU documentation
Also, it seems like you were struggling on the attribute tables. Divide up a byte into bits like ddccbbaa, and the bits apply to the four 16x16 sections of a 32x32 region like this: AB CD aa means it's a 2-bit value (0-3) that determines which palette goes into A, aa is the lowest two bits of the b...
- Fri May 31, 2013 12:42 pm
- Forum: NESemdev
- Topic: My one cent in PPU documentation
- Replies: 6
- Views: 5770
Re: My one cent in PPU documentation
Right in the introduction: The tiles are stored in a ROM chip on the game cartridge 24% of all NES games used CHR RAM instead of ROM. Also, not all the bits exist for the 4 bytes of data in sprite ram, but that's just an unimportant nitpicky detail. The bits that do nothing can't even be read back....
- Fri May 31, 2013 12:09 pm
- Forum: NESemdev
- Topic: My one cent in PPU documentation
- Replies: 6
- Views: 5770
Re: My one cent in PPU documentation
Thanks ;> I also make it open to public to comment, if you find something wrong or something that could be written better just comment there.lidnariq wrote:You might consider fixing all the links to nesdev.parodius, since it's gone and the content has been moved here.
- Fri May 31, 2013 12:00 pm
- Forum: NESemdev
- Topic: My one cent in PPU documentation
- Replies: 6
- Views: 5770
My one cent in PPU documentation
I started to code a NES emulator in Java a long time ago, but anyway I think my understanding (with lots of visual aid) can help some guy trying to grasp it. https://docs.google.com/document/d/1mLIbnKyXrYkLBGxV83oBb-vO0U48FQMkeGNTW4fspZQ/edit?usp=sharing PS: If you want to edit this document, please...
- Sat Jun 20, 2009 2:52 pm
- Forum: NESemdev
- Topic: The Loopy_V properties...
- Replies: 2
- Views: 2443
The Loopy_V properties...
I read nesdevwiki PPU Scrolling and loopy documents and I have implemented the behaviors... However I would like to understand how really works the loopy_v on scanline rendering.... I mean during the 256 pixels how can I deal with nametable address , attribute address? Imagine that we are rendering ...
- Tue Jun 16, 2009 9:33 am
- Forum: NESemdev
- Topic: Scrolling issues
- Replies: 1
- Views: 2010
Scrolling issues
http://www.uploadimagens.com/upload/c617ec9cb42c36fa6046120f78639ae8.jpg Another time the same title however now the things are more advanced (I guess)! See what mess is rendering when I'm running the F-8000 game... I set this mess to the scrolls logic... could be anything else? For my scanline (0-...
- Thu May 21, 2009 1:38 pm
- Forum: NESemdev
- Topic: cpu main loop
- Replies: 28
- Views: 17035
8) Thanks Disch #0 113,66667 114,00000 #1 227,33334 114,00000 #2 341,00001 113,00000 #3 454,66668 114,00000 #4 568,33335 114,00000 ... #18 2159,66673 114,00000 #19 2273,33340 114,00000 #20 2387,00007 113,00000 #21 2500,66674 114,00000 #22 2614,33341 114,00000 #23 2728,00008 113,00000 ... #28 3296,33...
- Thu May 21, 2009 11:48 am
- Forum: NESemdev
- Topic: cpu main loop
- Replies: 28
- Views: 17035
Now I'm confused
I'm using the Nintedulator and comparing the results of debugger... and in mine I've observed that my scanline numbers (I mean actual Scanline) are quite different from Nintendulator! Now I'm confused... I used to set 114 as absolute value... whe the cycle counter reaches 114 then I made the scanlin...
- Wed May 20, 2009 12:00 pm
- Forum: NESemdev
- Topic: cpu main loop
- Replies: 28
- Views: 17035
- Wed May 20, 2009 6:51 am
- Forum: NESemdev
- Topic: cpu main loop
- Replies: 28
- Views: 17035
So do whatever you have to do in your emulator to read input, use events, whatever, but feed the data to the NES only once per frame, and leave it that way until you update it the next frame. Thanks very much! Actually I just write return 1 to port! Question: I still don't have nothing about APU im...
- Wed May 20, 2009 5:58 am
- Forum: NESemdev
- Topic: cpu main loop
- Replies: 28
- Views: 17035
You might have it update the joystick on line 240 (the post-render scanline), just before the vblank interrupt. Should I do in each 240th line the Press and so after the second 240th line I Release the buttons? ( I was thinking in use the OpenGL events... however is faster (or opengl or my emulator...
- Wed May 20, 2009 5:09 am
- Forum: NESemdev
- Topic: cpu main loop
- Replies: 28
- Views: 17035
I divide my into three units. Emulator - contains the main loop, pause, run, stop function... (know cpu and ppu) Cpu - running only cpu code context.. Ppu - running only ppu functions... Each cpu.step() is responsable for execute and add the correct cycles to cycles counter. The same is with ppu.sca...
- Fri May 15, 2009 5:01 am
- Forum: NESemdev
- Topic: sprite prior
- Replies: 6
- Views: 3380
- Fri May 15, 2009 4:50 am
- Forum: NESemdev
- Topic: sprite prior
- Replies: 6
- Views: 3380
- Thu May 14, 2009 10:47 am
- Forum: NESemdev
- Topic: sprite prior
- Replies: 6
- Views: 3380