PPU render timing basic questions

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Petruza
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Post by Petruza » Mon May 17, 2010 12:05 pm

ok thanks

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Petruza
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Re: PPU render timing basic questions

Post by Petruza » Thu Jun 03, 2010 8:15 pm

Disch wrote:$2003, $2004, $2007 are all offlimits during rendering
All other $200x regs can be accessed at any time.
And what about $4014 AKA Sprite DMA?
I know it's too slow to do mid-scanline effects, but can this be used during render, for example, to show more than 64 sprites?

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Disch
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Re: PPU render timing basic questions

Post by Disch » Thu Jun 03, 2010 9:47 pm

Petruza wrote: And what about $4014 AKA Sprite DMA?
I know it's too slow to do mid-scanline effects, but can this be used during render, for example, to show more than 64 sprites?
$4014 is just a CPU macro that fetches bytes and feeds them to $2004 one after another, so all rules that apply to $2004 apply to $4014

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Dwedit
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Post by Dwedit » Fri Jun 04, 2010 2:41 am

Stunt Kids, Day Dreamin' Davey, and RC PRO AM (PRG 0) are several games which show two sets of sprites. The screen needs to turned off before you write the new set of sprites.
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