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 Posted: Sun Mar 04, 2018 4:49 am

Joined: Sun Mar 04, 2018 3:54 am
Posts: 4
Hello World

I'm sorry to bother you for my first post and I'm assuming it's not the first time you've this request. I am the proud owner of a NES PAL HI Def HDMI up-to-date last FW (XMAS 80's gift). However to have the ultimate NES missing an element: new FPGA PPU improve sprite display (no flickering/lag ith lot of sprite in same scrren) and good speed for any region.
One guy begin a project called Universal PPU but never finished (see youtube link below). All code/scheme is avallable I can send it.

I contacted kevtris (Hidef HDMI and Anlog NT conceptor) but he have no interest.

Please someone can see this project for help NES community.

THX all

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 Posted: Sun Mar 04, 2018 12:03 pm

Joined: Sun Apr 13, 2008 11:12 am
Posts: 8379
Location: Seattle
Ccovell has this wonderful image for your situation:

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 Posted: Sun Mar 04, 2018 12:40 pm

Joined: Sun Mar 04, 2018 3:54 am
Posts: 4
You mean that:

Unfortanelly I am better with Latex or in Mathematica than FPGA programming...If nobody can do it it's so sadly...Universal PPU is si nice idea....

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 Posted: Sun Mar 04, 2018 1:05 pm

Joined: Sun Apr 13, 2008 11:12 am
Posts: 8379
Location: Seattle
If you're smart enough to understand how to write LaTeX, you're smart enough to teach yourself Verilog.

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 Posted: Sun Mar 04, 2018 1:21 pm

Joined: Sun Mar 04, 2018 3:54 am
Posts: 4
really it's impossible this instruction from my picture:

Code:
\begin{document}
\beginpgfgraphicnamed{intersection}%
\small

\begin{tikzpicture}
\begin{scope}
\clip (2,0) ellipse (1.5cm and 1cm);
\end{scope}

\draw (0,0) ellipse (1.5cm and 1cm);
\draw (2.5,0) node {$A\cap B = \emptyset$};
\draw (5,0) ellipse (1.5cm and 1cm);

\draw (-1,1) node [left]{$A$};
\draw (4.5,1) node [left]{$B$};

\end{tikzpicture}

It's very easier than program FPGA....I havo no skill just basic knoledg in C++...no retro ingenring...I dont wh'at's tools use...I have only lastet code source version....here:
http://uptobox.com/54twxg2u50hg

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 Posted: Sun Mar 04, 2018 2:28 pm

Joined: Mon Apr 04, 2011 11:49 am
Posts: 2097
Location: WhereverIparkIt, USA
nonosto wrote:
Unfortanelly I am better with Latex or in Mathematica than FPGA programming...If nobody can do it it's so sadly...Universal PPU is si nice idea....

It's typically not fortune that you're better at one programming/descriptor language than another. It's just that you happen have more experience with some more that others due to your past choices & environment. Regardless of how related it is, the programming experience you have is a great benefit to learning any new language. If you have the motivation, dedication, and access to the internet, learning any language is entirely possible.

I think Henry Ford said it best with the following quotes:
“Whether you think you can, or you think you can't--you're right.”

Sounds like you're saying you can't and you're right so long as that's what you say. We're trying to convince you you can, which is also true if you decide to agree with us. Both your and lidariq's Venn diagrams are correct, you just get to choose which applies to you.

One more Ford quote for good measure: “Anyone who stops learning is old, whether at twenty or eighty. Anyone who keeps learning stays young.”

All that said, this is honestly not the best first project if you'd like to learn verilog/VHDL.

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If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

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 Posted: Sun Mar 04, 2018 2:43 pm

Joined: Sun Mar 04, 2018 3:54 am
Posts: 4
you are so right, I will see...I continu to ask help anyhere too.

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 Posted: Sun Dec 09, 2018 12:40 pm

Joined: Fri Jul 01, 2011 8:08 am
Posts: 36
yo, anyone still have this universalppu.zip archive that they released?
The site is down and cant seem to find it anywhere :/

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 Posted: Mon Jan 21, 2019 11:12 am

Joined: Mon Jul 02, 2012 7:46 am
Posts: 774

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 Posted: Tue Jan 22, 2019 2:21 am

Joined: Fri Nov 12, 2004 2:49 pm
Posts: 7717
Location: Chexbres, VD, Switzerland
lidnariq wrote:
Ccovell has this wonderful image for your situation:

I guess I'm in the green circle then ? I can do FPGA programming just fine but don't see the point to re-invent PPU if more than 8 sprites per line is the only difference as opposed to the "real" PPU - emulators can do this just fine - this will improve some games but break others as they purposely use more than 8 sprites per line to cleverly hide parts of sprites.

As for good speed with PAL output, I think Dendy already does exactly that.

PS : Also this would be a hardware project and not a NES homebrew project, so this thread is in the wrong sub-forum.

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 Posted: Tue Jan 22, 2019 2:28 am

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 11369
Location: Rio de Janeiro - Brazil
Well, to me the point is that Nintendo isn't making these chips anymore, so we're bound to run out of working NES consoles sometime in the future. By making our own faithful recreations of the hardware we can guarantee we'll have accurate and reliable hardware for generations to come.

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 Posted: Wed Jan 23, 2019 3:21 am

Joined: Mon Jul 02, 2012 7:46 am
Posts: 774
Having an accurate clone of the PPU hardware would also allow creating an alternative to the NESRGB to output clean RGB or YPbPr video, with custom palette selection, without needing an original PPU as well to make it work.

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 Posted: Wed Jan 23, 2019 6:47 am

Joined: Fri Nov 12, 2004 2:49 pm
Posts: 7717
Location: Chexbres, VD, Switzerland
I still don't understand the point of cloning the PPU rather than the entiere system as a whole. Cloning the whole system makes a lot of sense, cloning the PPU alone not so much (except perhaps as a stepping stone for the aim of a full system clone).

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 Posted: Wed Jan 23, 2019 7:17 am

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 11369
Location: Rio de Janeiro - Brazil
Both the CPU and the PPU are custom parts, so I guess it makes sense to clone them both. I imagine that once they've been fully cloned, putting both in the same FPGA should be straightforward, right?

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 Posted: Wed Jan 23, 2019 10:45 am

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 21446
Location: NE Indiana, USA (NTSC)
It allows an incremental process to preserve the NES architecture.

1. Clone the PPU, and you can use it with an authentic 2A03/7 CPU, such as rescuing a console with a dead PPU.
2. Clone the APU and DMA controller, and you can use it with a MOS 6502 CPU.*
3. Clone the CPU, and you have the entire SOC, which you can compile for an FPGA, an ASIC, or whatever.

* This step assumes that the game turns off decimal mode and leaves it off. The DMA controller can spoonfeed CLD upon reset, except for games that explicitly SED or PLP a value with bit 3 true. Do any exist?

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