PPU power up state: Difference between revisions
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*{{sup|1}}: Although $2003 is unchanged by reset, it is changed during rendering and cleared at the end of normal rendering, so you should assume its contents will be random. | *{{sup|1}}: Although $2003 is unchanged by reset, it is changed during rendering and cleared at the end of normal rendering, so you should assume its contents will be random. | ||
*During the warmup state, the PPU outputs a solid color screen, usually grey, but it depends on the hardware. | *During the warmup state, the PPU outputs a solid color screen, usually grey, but it depends on the hardware. | ||
*The Reset button on the Control Deck resets the PPU only on the front-loading NES (NES-001). On top-loaders (Famicom, NES-101), the Reset button resets only the CPU. | |||
== Best practice == | == Best practice == |
Revision as of 21:49, 18 January 2015
In March 2008, Blargg reverse-engineered the power-up/reset state and behavior of the NES PPU, NTSC version.
Register | At Power | After Reset |
---|---|---|
PPUCTRL ($2000) | 0000 0000 | 0000 0000 |
PPUMASK ($2001) | 0000 0000 | 0000 0000 |
PPUSTATUS ($2002) | +0+x xxxx | U??x xxxx |
$2003 | $00 | unchanged1 |
$2005/$2006 latch | cleared | cleared |
PPUSCROLL ($2005) | $0000 | $0000 |
PPUADDR ($2006) | $0000 | unchanged |
PPUDATA ($2007) read buffer | $00 | $00 |
odd frame | no | no |
CHR RAM | pattern | unchanged |
NT RAM | mostly $FF | unchanged |
SPR RAM | pattern | pattern |
? = unknown, x = irrelevant, + = often set, U = unchanged
- Writes to the following registers are ignored if earlier than ~29658 CPU clocks after reset: $2000, $2001, $2005, $2006. This also means that the $2005/$2006 latch will not toggle. The other registers work immediately: $2002, $2003, $2004, $2007, $4014.
- If the NES is powered on after having been off for less than 20 seconds, register writes are ignored as if it were a reset, and register starting values differ: $2002 = $80 (VBL flag set), $2003 = $2F or $01, and $2006 = $0001 .
- The VBL flag ($2002 bit 7) is usually clear at power, and unchanged by reset. It is next set around 27384, then around 57165.
- The PPU comes out of reset at the top of the picture, and the cycle values here correspond to specific locations within the initial frame. Internally, there is an additional reset signal that clears $2000, $2001, $2005, $2006, the $2005/$2006 latch, and the $2007 read buffer while active (clearing $2005 and $2006 corresponds to it clearing the VRAM address latch (T) and the fine X scroll - the VRAM address itself (V) is not cleared), also suppressing writes to those registers as a side effect. This reset signal is driven by a latch that is set on reset and cleared at dot 1 (the second dot) of scanline 261 (by the same signal that clears the VBlank, sprite 0, and overflow flags).
- Preliminary testing on a PAL NES shows that writes are ignored until ~33132 CPU clocks after power and reset, 9 clocks less than 311 scanlines. It is conjectured that the first VBL flag setting will be close to 241 * 341/3.2 cycles (241 PAL scanlines); further testing by nocash has confirmed this.
- It is known that after power and reset, it is as if the APU's $4017 were written 10 clocks before the first code starts executing. This delay is probably the same source of the 9 clock difference in the times for PPU writes being ignored. The cause is likely the reset sequence of the 2A03, when it reads the reset vector.
- 1: Although $2003 is unchanged by reset, it is changed during rendering and cleared at the end of normal rendering, so you should assume its contents will be random.
- During the warmup state, the PPU outputs a solid color screen, usually grey, but it depends on the hardware.
- The Reset button on the Control Deck resets the PPU only on the front-loading NES (NES-001). On top-loaders (Famicom, NES-101), the Reset button resets only the CPU.
Best practice
The easiest way to make sure that 29658 cycles have passed, and the way used by commercial NES games, involves a pair of loops like this in your init code:
bit $2002 ; clear the VBL flag if it was set at reset time vwait1: bit $2002 bpl vwait1 ; at this point, about 27384 cycles have passed vwait2: bit $2002 bpl vwait2 ; at this point, about 57165 cycles have passed
Due to the $2002 race condition, alignment between the CPU and PPU clocks at reset may cause the NES to miss an occasional VBL flag setting, but the only consequence of this is that your program will take one frame longer to start up. You might want to do various other initialization, such as getting the mapper and RAM into a known state, between the two loops.