Measuring CPU and PPU Timing - Video Demonstration

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

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tragicmuffin
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Joined: Thu Jan 11, 2018 10:11 pm

Measuring CPU and PPU Timing - Video Demonstration

Post by tragicmuffin » Fri Jan 26, 2018 5:19 pm

I'm working on a new project where I need a UI at the bottom of the screen, and in the process of learning how to make it work the way I wanted, I decided to made a video about CPU/PPU cycle counting.

The video has examples of using the sprite 0 hit flag, troubleshooting with a debugger, optimizing code, and lots of info about HBlank and what happens during a scanline.

I'm not sure if the particular use case in the video is actually that common, but I think it's still useful for getting an idea of how the CPU and PPU interact (the same idea can be adapted for mid-frame changing palettes/nametables/etc).
I think it's best watched as an example of how to do some of these things in general, and not so much as a tutorial.
(Although I'd really like to make some video tutorials in the future!)

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