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| == PPU Enhancement (With CHR-RAM Compatibility) ==
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| This is a Test of some sorts, But If anyone is willing to build an enhancement to the NES, Please try this out:
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| $0000-1FFF: 8k 2BPP Main, NES Graphics
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| $6000-7FFF: 8k 2BPP Layered, Enhanced NES Graphics,
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| That makes 2BPP to add into the other 2BPP at $0000-1FFF, 8+8 makes up 16k CHR
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| $2000-2FFF: Enhanced NES Name tables, 32x32x4 (64x64)
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| $4000-4FFF: Enhanced NES Attribute tables , 32x32x4 (64x64)
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| This makes nametables better by using a better system, using 1 attribute per tile instead of two.
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| It is also that seen in the GameBoy Color system
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| The Attribute Format for both Name Tables and Sprites (in binary): [VHP--AAA]
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| H: Horizontal Flip Attribute (Both???)
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| V: Vertical Flip Attribute (Both???)
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| P: Priority Attribute (Sprites Only)
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| A: Palette Attribute (Both)
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| $3000-3EFF: Unused
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| Palettes in 4BPP format, in the following order:
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| $3F00-3F0F: BKGPAL0
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| $3F10-3F1F: SPRPAL0
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| $3F20-3F2F: BKGPAL1
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| $3F30-3F3F: SPRPAL1
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| $3F40-3F4F: BKGPAL2
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| $3F50-3F5F: SPRPAL2
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| $3F60-3F6F: BKGPAL4
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| $3F70-3F7F: SPRPAL4
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| $3F80-3F8F: BKGPAL5
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| $3F90-3F9F: SPRPAL5
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| $3FA0-3FAF: BKGPAL5
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| $3FB0-3FBF: SPRPAL5
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| $3FC0-3FCF: BKGPAL6
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| $3FD0-3FDF: SPRPAL6
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| $3FE0-3FEF: BKGPAL7
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| $3FF0-3FFF: SPRPAL7
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| Where BKGPAL is for the Name Tables and SPRPAL is for Sprites
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| --[[User:Hamtaro126|Hamtaro126]] 21:11, 8 August 2012 (PDT)
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