User talk:Zzo38/Mapper C: Difference between revisions

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* At this precise moment, Visual2C02 is simulating the unused sprite fetches as coming from tile 0, not tile $FF as documented elsewhere.
* At this precise moment, Visual2C02 is simulating the unused sprite fetches as coming from tile 0, not tile $FF as documented elsewhere.
—[[User:Lidnariq|Lidnariq]] ([[User talk:Lidnariq|talk]]) 19:21, 4 January 2014 (MST)
—[[User:Lidnariq|Lidnariq]] ([[User talk:Lidnariq|talk]]) 19:21, 4 January 2014 (MST)
:This is precisely the hardware I intended to be required. I was aware of the first "complicating factor" but not the second; this probably just means the section about CHR bankswitching should be written more clearly; it should still work as long as the correct assumptions are being made. --[[User:Zzo38|Zzo38]] ([[User talk:Zzo38|talk]]) 20:11, 4 January 2014 (MST)

Latest revision as of 03:11, 5 January 2014

Hardware required

  • Two NAND gates making an SR latch using PPU A11 and A10, producing CHR A12 or A13
  • One NAND gate decoding PPU A12 & A13 to make PRG A15
  • One NAND gate decoding two of the three of (/ROMSEL, A12, M2) going to 6264 RAM -CE
    • The last of those three signals goes to 6264 +CE

A few complicating factors:

  • the PPU always fetches 34 tiles per scanline, so even with a scroll of (256,240) it will fetch from the nametable at $2800 before it fetches the sprites.
  • At this precise moment, Visual2C02 is simulating the unused sprite fetches as coming from tile 0, not tile $FF as documented elsewhere.

Lidnariq (talk) 19:21, 4 January 2014 (MST)

This is precisely the hardware I intended to be required. I was aware of the first "complicating factor" but not the second; this probably just means the section about CHR bankswitching should be written more clearly; it should still work as long as the correct assumptions are being made. --Zzo38 (talk) 20:11, 4 January 2014 (MST)