Talk:PPU rendering: Difference between revisions
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If at least one of the background or sprites is enabled, will it still fetch both even though only one is used? --[[User:Zzo38|Zzo38]] ([[User talk:Zzo38|talk]]) 01:25, 18 June 2013 (MDT) | If at least one of the background or sprites is enabled, will it still fetch both even though only one is used? --[[User:Zzo38|Zzo38]] ([[User talk:Zzo38|talk]]) 01:25, 18 June 2013 (MDT) | ||
: During rendering, the PPU's address bus is ''never idle''. I don't know what addresses it reads if background is disabled, but I think the sprite reads from tile #$FF. (Visual2C02 can tell you the right answer) —[[User:Lidnariq|Lidnariq]] ([[User talk:Lidnariq|talk]]) 02:44, 18 June 2013 (MDT) | : During rendering, the PPU's address bus is ''never idle''. I don't know what addresses it reads if background is disabled, but I think the sprite reads from tile #$FF. (Visual2C02 can tell you the right answer) —[[User:Lidnariq|Lidnariq]] ([[User talk:Lidnariq|talk]]) 02:44, 18 June 2013 (MDT) | ||
: IIRC, disabling only one of them doesn't affect sprite evaluation and fetches at all, but only the final drawing stage (where sprite zero hit detection happens as well). I think you can re-enable sprite rendering in the middle of a sprite and have half of it draw fine. -[[ | : IIRC, disabling only one of them doesn't affect sprite evaluation and fetches at all, but only the final drawing stage (where sprite zero hit detection happens as well). I think you can re-enable sprite rendering in the middle of a sprite and have half of it draw fine. --[[User:Ulfalizer|Ulfalizer]] ([[User talk:Ulfalizer|talk]]) 08:56, 18 June 2013 (MDT) |
Revision as of 21:37, 18 June 2013
0=blank vs. 0=active
There are two different conventions:
0=active | 0=blanking | Description |
---|---|---|
261 or -1 | 20 | Pre-render scanline |
0-239 | 21-260 | Active picture |
240 | 261 | Post-render scanline |
241-260 | 0-19 | Vertical blanking |
You're using the 0=blanking convention. But more often on the BBS and elsewhere on this wiki, I've seen 0=active. The PPU power up state appears to agree with 0=active, as do the (X, Y) coordinate displays in the debugger of FCEUX and Nintendulator and the VCOUNT register on the Game Boy ($FF44) and Game Boy Advance ($04000006). The 0=active convention makes it easier to consolidate discussion of NTSC, PAL, and PAL clone timing as well. --Tepples 20:15, 3 April 2011 (UTC)
- Ahh, ok. I was just simply going off of what's in Brad Taylor's docs. The 0=blank method didn't make a lot of sense to me either, as does some of the other stuff in this doc (The shift registers make more sense if they shift left rather than right). I'll adjust this. --Drag 20:47, 3 April 2011 (UTC)
I think at some point, it would be worthwhile to document how the PPU outputs the vertical/horizontal sync signals. If for nothing else than to satisfy my own curiosity. --Drag 05:30, 6 July 2011 (UTC)
Garbage nametable byte
Before each sprite's patterns are loaded, at x=257, 259, 265, 267, ..., 313, 315, there is a garbage nametable fetch. Has anyone discovered a pattern to these fetches' addresses that, say, a mapper could use? --Tepples 16:07, 6 July 2011 (UTC)
- I was going to ask the same question, what are the addresses of the garbage nametable bytes? I would like to know, too. It would be useful for this purpose, as well as if you are making a hardware clone or whatever and want it accurate. --Zzo38 (talk) 13:37, 17 March 2013 (MDT)
Out of date
Some of the timing information is out of date now (see forums.nesdev.org/viewtopic.php?f=3&t=9901). I'll update it once I get my account activated. -Ulfalizer (talk) 18:38, 15 March 2013 (MDT)
Delay between shifters shifting and drawing
As the notes in the diagram mention, there's actually a delay of two ticks from when the shifters shift to when the pixel is output. Looks like this is due to palette lookup. Here's a Visual 2C02 trace around the beginning of a scanline with the high and low pattern bits = 0x80 (so that the palette index is 3 for the first pixel and 0 for the rest):
hpos vid_ tile_l tile_h pal_ptr 000 080 fefe 0101 00 000 080 fefe 0101 00 000 080 fefe 0101 00 000 080 fefe 0101 00 000 080 fefe 0101 00 000 080 fefe 0101 00 000 080 fefe 0101 00 000 080 fefe 0101 00 001 080 fefe 0101 00 001 080 fefe 0101 00 001 080 fefe 0101 00 001 080 fefe 0101 00 001 080 fefe 0101 00 001 080 fefe 0101 00 001 080 fefe 0101 00 001 080 fefe 0101 00 002 080 ff7f 8080 00 002 080 ff7f 8080 00 002 080 ff7f 8080 00 002 080 ff7f 8080 00 002 080 ff7f 8080 00 002 080 ff7f 8080 00 002 080 ff7f 8080 00 002 080 ff7f 8080 00 003 080 ffbf c040 03 003 080 ffbf c040 03 003 080 ffbf c040 03 003 080 ffbf c040 03 003 080 ffbf c040 03 003 080 ffbf c040 03 003 080 ffbf c040 03 003 080 ffbf c040 03 004 080 ffdf e020 00 004 080 ffdf e020 00 004 080 ffdf e020 00 004 080 ffdf e020 00 004 400 ffdf e020 00 004 400 ffdf e020 00 004 400 ffdf e020 00 004 400 ffdf e020 00 005 400 ffef f010 00 005 400 ffef f010 00 005 400 ffef f010 00 005 400 ffef f010 00 005 080 ffef f010 00 005 080 ffef f010 00 005 080 ffef f010 00 005 080 ffef f010 00 006 080 fff7 f808 00 006 080 fff7 f808 00 006 080 fff7 f808 00 006 080 fff7 f808 00 006 080 fff7 f808 00 006 080 fff7 f808 00 006 080 fff7 f808 00 006 080 fff7 f808 00 007 080 fffb fc04 00 007 080 fffb fc04 00 007 080 fffb fc04 00 007 080 fffb fc04 00 007 080 fffb fc04 00 007 080 fffb fc04 00 007 080 fffb fc04 00 007 080 fffb fc04 00 008 080 fffd fe02 00 008 080 fffd fe02 00 008 080 fffd fe02 00 008 080 fffd fe02 00 008 080 fffd fe02 00 008 080 fffd fe02 00 008 080 fffd fe02 00 008 080 fffd fe02 00 009 080 fefe 0101 00 009 080 fefe 0101 00 009 080 fefe 0101 00 009 080 fefe 0101 00 009 080 fefe 0101 00 009 080 fefe 0101 00 009 080 fefe 0101 00 009 080 fefe 0101 00 00a 080 ff7f 8080 00 00a 080 ff7f 8080 00
The shifters shift at h=2, the palette address changes at h=3 for the palette lookup, and the pixel is drawn during h=4 (as seen by vid_ changing).
It also looks like the shift registers are actually reloaded at h=9,17,25,... instead of at h=8,16,24,..., so that should be fixed. :/ -Ulfalizer (talk) 17:14, 5 April 2013 (MDT)
Does it fetch everything?
If at least one of the background or sprites is enabled, will it still fetch both even though only one is used? --Zzo38 (talk) 01:25, 18 June 2013 (MDT)
- During rendering, the PPU's address bus is never idle. I don't know what addresses it reads if background is disabled, but I think the sprite reads from tile #$FF. (Visual2C02 can tell you the right answer) —Lidnariq (talk) 02:44, 18 June 2013 (MDT)
- IIRC, disabling only one of them doesn't affect sprite evaluation and fetches at all, but only the final drawing stage (where sprite zero hit detection happens as well). I think you can re-enable sprite rendering in the middle of a sprite and have half of it draw fine. --Ulfalizer (talk) 08:56, 18 June 2013 (MDT)