User talk:Hamtaro126

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Revision as of 04:11, 9 August 2012 by Hamtaro126 (talk | contribs) (PPU Expansion Beginnings for the wiki, Made it more compatible with NES CHR-RAM, and extended the attribute support is in there as an option)
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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) That 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


--Hamtaro126 21:11, 8 August 2012 (PDT)