User:Ddribin/PPU Sandbox: Difference between revisions

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== PPUSTATUS - The PPU Status Register ==
== PPUSTATUS - The PPU Status Register ==
{| class="wikitable" style="text-align:center;" border="1" cellspacing="0" cellpadding="3"
|-
! Bit !! 7 !! 6 !! 5 !! 4 !! 3 !! 2 !! 1 !! 0
|-
! $2001
| INB || ING || INR || SPR || BGR || SPC || BGC || GRY
|-
! Read/Write
| W || W || W || W || W || W || W || W
|-
! Initial Value
| X || X || X || X  || X || X || X || X
|}
; Bit 7 - INB<nowiki>:</nowiki> Intensify Blues
; Bit 6 - ING<nowiki>:</nowiki> Intensify Greens
; Bit 5 - INR<nowiki>:</nowiki> Intensify Reds
; Bit 4 - SPR<nowiki>:</nowiki> Sprite Render Enable
; Bit 3 - BGR<nowiki>:</nowiki> Background Render Enable
; Bit 2 - SPC<nowiki>:</nowiki> Sprite Clip
; Bit 1 - BGC<nowiki>:</nowiki> Background Clip
; Bit 0 - GRY<nowiki>:</nowiki> Grayscale Enable

Revision as of 14:47, 25 December 2009

PPUCTRL - The PPU Control Register

Bit 7 6 5 4 3 2 1 0
$2000 NMI MSS SSZ BPT SPT VDN NTA1 NTA0
Read/Write W W W W W W W W
Initial Value X X X X X X X X
Bit 7 - NMI: NMI Enable

Setting NMI to one causes an NMI to be generated at the start of the vertical blanking interval

Bit 6 - MSS: Master/Slave Enable

Has no effect on the NES.

Bit 5 - SSZ: Sprite Size

0: 8x8; 1: 8x16

Bit 4 - BPT: Background Pattern Table

Background pattern table address (0: $0000; 1: $1000)

Bit 3 - SPT: Sprite Pattern Table

Sprite pattern table address for 8x8 sprites (0: $0000; 1: $1000)

Bit 2 - VDN: VRAM Increment Down

VRAM address increment per CPU read/write of PPUDATA (0: increment by 1, going across; 1: increment by 32, going down)

Bits 1, 0 - NTA1 and NTA0: Base Nametable Address
NTA1 NTA0 Base VRAM Address
0 0 $2000 (Nametable 0)
0 1 $2400 (Nametable 1)
1 0 $2800 (Nametable 2)
1 1 $2C00 (Nametable 3)

PPUSTATUS - The PPU Status Register

Bit 7 6 5 4 3 2 1 0
$2001 INB ING INR SPR BGR SPC BGC GRY
Read/Write W W W W W W W W
Initial Value X X X X X X X X
Bit 7 - INB: Intensify Blues
Bit 6 - ING: Intensify Greens
Bit 5 - INR: Intensify Reds
Bit 4 - SPR: Sprite Render Enable
Bit 3 - BGR: Background Render Enable
Bit 2 - SPC: Sprite Clip
Bit 1 - BGC: Background Clip
Bit 0 - GRY: Grayscale Enable