Search found 66 matches
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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 ?
what about the OAM memory ? how can I see it ?
- 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...
- Sat Jul 23, 2016 3:43 pm
- Forum: NES Graphics
- Topic: Tools required
- Replies: 8
- Views: 5870
Re: Tools required
exactly what I meant by complex , I want to see a complex sceneI 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.
- 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...
- 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...
- 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...
- 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 ?
this will be good for this right ?
- 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
- 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...
- 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
you can explain it in any way you want but in details