Stuck on PPU Implementation

Discuss emulation of the Nintendo Entertainment System and Famicom.

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tokumaru
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Re: Stuck on PPU Implementation

Post by tokumaru »

Yeah, my confusion came from the fact that the diagram implies that scanline 0 is the first, but the page where the diagram is starts the description from the pre-render scanline.
I'd also suggest going by the counters actually used by the PPU (since we now know them), since it makes it easier to compare the implementation to that diagram and Visual 2C02.
Care to refresh my memory?
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thefox
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Re: Stuck on PPU Implementation

Post by thefox »

tokumaru wrote:
I'd also suggest going by the counters actually used by the PPU (since we now know them), since it makes it easier to compare the implementation to that diagram and Visual 2C02.
Care to refresh my memory?
Hmm? The counters used by the PPU are exactly the ones used in that diagram. I.e. (0, 0) is the first pixel of the 256x240 view area. (240, x) is the post-render line and (261, x) is the pre-render ilne.
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tokumaru
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Re: Stuck on PPU Implementation

Post by tokumaru »

thefox wrote:The counters used by the PPU are exactly the ones used in that diagram.
Oh, OK.
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