Search found 66 matches

by Muhammad_R4
Fri Aug 05, 2016 2:17 pm
Forum: NESdev
Topic: PPU pinout
Replies: 36
Views: 9066

Re: PPU pinout

I somehow got it, but still I have a question as far as I know, the game should prepare the graphics for the next frame during the Vblank , and also the VRAM address, VRAM data -as I think - are able to modify the data for the next frame that's why I thought that they are used in the Vblank only to ...
by Muhammad_R4
Fri Aug 05, 2016 12:28 pm
Forum: NESdev
Topic: PPU pinout
Replies: 36
Views: 9066

Re: PPU pinout

No, you don't appear to understand. CPU A0-A2 registers is used to adress the PPU memory mapped IO registers at $2000-$2007, and at any time, VBlank or not. then the registers can be edited during rendering ? if so does the effect also appear outside the VBlank or their effect works when the frame ...
by Muhammad_R4
Fri Aug 05, 2016 9:56 am
Forum: NESdev
Topic: PPU pinout
Replies: 36
Views: 9066

Re: PPU pinout

So, as I now understood ( and tell me if I get it right or not ) in the VBlank period , the CPU uses A2 A1 A0 to write to the registers, otherwise , during the rendering , A13-->A0 are used by the internal registers to access the VRAM while the PAL memory and the OAM are on separate buses and have n...
by Muhammad_R4
Fri Aug 05, 2016 9:35 am
Forum: NESdev
Topic: PPU pinout
Replies: 36
Views: 9066

PPU pinout

Hello NES dev :D I have a question related to PPU pins. http://wiki.nesdev.com/w/index.php/PPU_pin_out_and_signal_description I am confused with the address and data buses, mainly, what can I address other than the 8 PPU registers? and what else can I read on the data bus ? I think they cannot acces...
by Muhammad_R4
Sun Jul 31, 2016 2:59 pm
Forum: NESdev
Topic: Sprite buffer.
Replies: 2
Views: 2070

Sprite buffer.

Hello NES DEV :D I have a question may be somehow strange. I have implemented successfully , both of sprite rendering and BG rendering blocks in the PPU ( in vhdl ) each of them works the right way when tested alone , the problem comes when integrating both and using the priority MUX as far as I kne...
by Muhammad_R4
Sat Jul 23, 2016 5:50 pm
Forum: NES Graphics
Topic: Tools required
Replies: 8
Views: 5870

Re: Tools required

I have another question

what about the OAM memory ? how can I see it ?
by Muhammad_R4
Sat Jul 23, 2016 4:02 pm
Forum: NES Graphics
Topic: Tools required
Replies: 8
Views: 5870

Re: Tools required

These can be pulled from any of several sources: FCEUX (Windows) can dump all PPU memory: Debug > Hex Editor then File > Dump > PPU Memory. Tiles are at $0000 (usually) or $1000 (sometimes), nametables are at $2000 or $2C00, and palette is at $3F00. I have done this , when i dumbed the memory and o...
by Muhammad_R4
Sat Jul 23, 2016 3:43 pm
Forum: NES Graphics
Topic: Tools required
Replies: 8
Views: 5870

Re: Tools required

I assume "complex one" is a full-size scene that can be shown to those evaluating progress in your project, as opposed to just a couple hand-pixeled tiles with no artistic merit.
exactly what I meant by complex , I want to see a complex scene
by Muhammad_R4
Sat Jul 23, 2016 1:03 pm
Forum: NES Graphics
Topic: Tools required
Replies: 8
Views: 5870

Tools required

Hello NES dev :) I have partially implemented the PPU and tested it on a very simple tiles now I want a real games tiles what I want exactly : name table memory ,the tiles pointed to by name table , the corresponding attribute tables and for sure the palette memory I have found some tools but unfort...
by Muhammad_R4
Fri Jul 22, 2016 10:54 am
Forum: NESdev
Topic: Background rendering
Replies: 36
Views: 8919

Re: Background rendering

That's my problem , I can understand the relation between selecting a pixels from the BG buffers using fine_x ( which can be changed using first write to 0x2005 ) and its meaning as the pixel in the tile pointed to by the X_Coarse which forms the starting address of top left pixel on scrolling in th...
by Muhammad_R4
Fri Jul 22, 2016 2:38 am
Forum: NESdev
Topic: Background rendering
Replies: 36
Views: 8919

Re: Background rendering

My attempt at explaining the background pixel pipeline... Let's say we are getting to the beginning of the scanline. 16 pixels were already computed. It's 4 bits per pixel here, so it can pick any color from the background palette. ppppppppPPPPPPPP Every time the PPU wants to draw a dot, it picks w...
by Muhammad_R4
Thu Jul 21, 2016 6:18 pm
Forum: NESdev
Topic: Background rendering
Replies: 36
Views: 8919

Re: Background rendering

so I can say that if I am now implementing background rendering unit without scrolling feature now - only fetches a frame and render it -
this will be good for this right ?
by Muhammad_R4
Thu Jul 21, 2016 11:53 am
Forum: NESdev
Topic: Background rendering
Replies: 36
Views: 8919

Re: Background rendering

so fixing the mux selection on "000" will work for most games
by Muhammad_R4
Thu Jul 21, 2016 11:37 am
Forum: NESdev
Topic: Background rendering
Replies: 36
Views: 8919

Re: Background rendering

I understand that if the fine x doesn't change ( fixed chair ) I can see the stream pxl by pxl ( row by row ) but what annoys me is the fine x it self , if it will be fixed on 000 all the time ( selecting the least bits of the shift registers ) this may be good as I finally understood as you said it...
by Muhammad_R4
Thu Jul 21, 2016 10:50 am
Forum: NESdev
Topic: Background rendering
Replies: 36
Views: 8919

Re: Background rendering

I really appreciate your help and really thank you

you can explain it in any way you want but in details