User talk:Hamtaro126: Difference between revisions

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m (→‎PPU Enhancement (With CHR-RAM Compatibility): Typo Correction #1 - Alignment)
(DELETED: Unnessisary, for now.)
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== PPU Enhancement (With CHR-RAM Compatibility) ==


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

Revision as of 04:16, 9 August 2012