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ppu [2021/09/05 17:02] – [Sprite registers] simerppu [2021/09/05 18:10] (current) – [Layer 1 and 2 registers] simer
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   * Bit 2: Mirror the tiles horizontally   * Bit 2: Mirror the tiles horizontally
   * Bit 3: Mirror the tiles vertically   * Bit 3: Mirror the tiles vertically
-  * Bits 4 and 5: Width of tiles+  * Bits 4-5: Width of tiles
     * 00 - 8 pixels     * 00 - 8 pixels
     * 01 - 16 pixels     * 01 - 16 pixels
     * 10 - 32 pixels     * 10 - 32 pixels
     * 11 - 64 pixels     * 11 - 64 pixels
-  * Bits 6 and 7: Height of tiles+  * Bits 6-7: Height of tiles
       * Same format as width register       * Same format as width register
-  * Bits 8 to 11: Palette bank to use +  * Bits 8-11: Palette bank to use 
-  * Bits 12 and 13: Layer depth (wether it is under or over sprites and the other layer)+  * Bits 12-13: Layer depth (wether it is under or over sprites and the other layer)
       * 00 - bottom layer       * 00 - bottom layer
       * 01 - second-bottom layer       * 01 - second-bottom layer
       * 10 - second-top layer       * 10 - second-top layer
       * 11 - top layer       * 11 - top layer
-  * Bits 14 and 15: unused (in later PPU generations it sets the layer size)+  * Bits 14-15: unused (in later PPU generations it sets the layer size)
  
 The control register can do the following: The control register can do the following:
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 When the attribute map mode is used, each word stores attributes for one tile in each byte in the following format: When the attribute map mode is used, each word stores attributes for one tile in each byte in the following format:
-  * Bits 0 to 3: Palette bank to use+  * Bits 0-3: Palette bank to use
   * Bit 4: Mirror the tiles horizontally   * Bit 4: Mirror the tiles horizontally
   * Bit 5: Mirror the tiles vertically   * Bit 5: Mirror the tiles vertically
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 In the 16-bit color mode, the value of each pixel in the segment memory directly stores a color, otherwise the value refers to a palette index.  In the 16-bit color mode, the value of each pixel in the segment memory directly stores a color, otherwise the value refers to a palette index. 
 The palette memory is mapped to 0x2B00-0x2BFF and stores 256 different colors in the format mentioned above. The palette memory is mapped to 0x2B00-0x2BFF and stores 256 different colors in the format mentioned above.
-This memory can be split into multiple palettes which can then chosen by a 4-bit value stored for each sprite, tile layer or individual tile (if the attribute map mode is enabled).+This memory can be split into multiple palette banks which can then chosen by a 4-bit value stored for each sprite, tile layer or individual tile (if the attribute map mode is enabled).
  
 The chosen color from the palette memory is determined by the chosen color depth and palette of each tile/sprite and value of each pixel as follows: The chosen color from the palette memory is determined by the chosen color depth and palette of each tile/sprite and value of each pixel as follows:
  
-^ Color depth ^ Chosen color                ^+^ Color depth ^ Chosen color memory index   ^
 | 2-bit       | Palette * 16 + Index        | | 2-bit       | Palette * 16 + Index        |
 | 4-bit       | Palette * 16 + Index        | | 4-bit       | Palette * 16 + Index        |
ppu.1630854141.txt.gz · Last modified: 2021/09/05 17:02 by simer
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