Search found 4 matches
- Tue Jan 08, 2008 2:16 pm
- Forum: NESdev
- Topic: Elapsed clock timer technique
- Replies: 8
- Views: 3989
Re: Elapsed clock timer technique
Interesting discoveries. A few questions just to make 100% sure I'm on the same page. Sprite DMA takes 513/514 clocks, depending on whether it's started on an even or odd clock. Would that be 514 clocks if the $4014 write-cycle is on an odd clock, and the usual 513 clocks otherwise? * DMC DMA read n...
It seems like the print functions (print_x, print_y etc.) leaves the PPU rendering ON, causing it to go into its +0/-1 odd-frame-cycle mode. Won't this cause a problem for the sync_nmi routine (it says the rendering should be OFF)? If I disable it manually before sync_nmi is executed, the test passe...