I some how understand some parts of what you said like usage of CX in nametable addressing
I will be really happy if I knew how the fine x changes allover this timing diagram
http://wiki.nesdev.com/w/images/d/d1/Ntsc_timing.png
I think this may solve my problem .
Search found 66 matches
- Thu Jul 21, 2016 9:58 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
- Thu Jul 21, 2016 7:58 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
till your comment I was thinking of it as a counter XXXX Xxxx the lower 3 bits are the fine and the upper 5 are the coarse the are used in rendering such that XXXXX -> the tile number , xxx -> a pixel inside the tile no. XXXXX while rendering , I believed that the is incrementing rendering from left...
- Thu Jul 21, 2016 7:00 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
How ? I didn't understandtepples wrote:Fine x doesn't count.
- Thu Jul 21, 2016 6:25 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
thank you all , I have noticed it when I read it again I have another question now as stated in nesdev wiki , background buffers are shift registers , and the lower 8 bits are fed to 8x1 mux (for each register of the four registers) and fine_x used as selections for those muxs my question is how the...
- Sun Jul 17, 2016 3:48 pm
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
then how T is edited during the entire frame ?
I only read that V is reloaded from T , but the data in T how it is calculated ?
I only read that V is reloaded from T , but the data in T how it is calculated ?
- Sun Jul 17, 2016 12:12 pm
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
T is the "scroll" setting. T is used to automatically reload V at the top of the screen to start drawing the new frame with the desired scroll. It also partially reloads V at the end of every line, just the horizontal bits, again to keep the desired scroll position. sorry I didn't get it ...
- Sun Jul 17, 2016 10:40 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
I may understand regsiter V but what is the importance of register T ?
- Fri Jul 15, 2016 12:38 pm
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
sorry but I didn't get it but I think you want to refer that the vertical counters are different from scanline counters?
and pixel counters (from 0 to 340) differs from the horizontal counter ?
and pixel counters (from 0 to 340) differs from the horizontal counter ?
- Fri Jul 15, 2016 11:37 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
If we are scrolled to 0,0 on upper-left name table, we use NN = 0, YYYYY = 0, XXXXX = 0, we get this address: 010000000000000 I have a problem with this example although this is the address of the first tile in the name table , it should be fetched at clks 321 , 322 at those clks , if we tried to e...
- Fri Jul 15, 2016 11:04 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
it seems I have a problem with counters arrangement till now , I think that counters are chained as follows MSB-------------------LSB YYYYY yyy XXXXX xxx YYYYY -> 5 bits indicating tile no. (vertically) yyy -> fine ver xxx -> fine hor XXXXX-> 5 bits indicating tile no. (horizontally) that's also how...
- Fri Jul 15, 2016 8:05 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Re: Background rendering
So how it is incremented correctly ?check that the coarse X is incremented correctly.
- Fri Jul 15, 2016 5:35 am
- Forum: NESdev
- Topic: Background rendering
- Replies: 36
- Views: 8919
Background rendering
Hello :) I have now a question about background rendering I know that the background rendering starts 2 tiles ahead before the real output of the tile according to the this http://wiki.nesdev.com/w/images/d/d1/Ntsc_timing.png we fetch the first two tiles of scanline (S) in clks from 321 -> 336 of sc...
- Sun Jul 10, 2016 7:21 am
- Forum: NESdev
- Topic: sprite sizes
- Replies: 10
- Views: 5334
Re: sprite sizes
Thank's
I thought they are rendered as a one block not a multiple ones
I thought they are rendered as a one block not a multiple ones
- Sun Jul 10, 2016 6:53 am
- Forum: NESdev
- Topic: sprite sizes
- Replies: 10
- Views: 5334
sprite sizes
Hello NES developers
I have a question related to sprite sizes in NES.
I know that the PPU deals with either 8x8 or 8x16 sprites and this what the PPU is configured to deal with
but I read that in real NES , there were 16x16 , 24x24
how then the PPU deals with them ?
thank's in advance
I have a question related to sprite sizes in NES.
I know that the PPU deals with either 8x8 or 8x16 sprites and this what the PPU is configured to deal with
but I read that in real NES , there were 16x16 , 24x24
how then the PPU deals with them ?
thank's in advance
- Tue Jul 05, 2016 9:39 am
- Forum: NESdev
- Topic: NES palette
- Replies: 5
- Views: 2150
Re: NES palette
that's good, now how they map the 2 and the 4 bits to an RGB 24 bit color code ?Most emulators just use a palette table to map the NES colours to RGB colours for the output system.