Debugging and understanding ppu

Discuss emulation of the Nintendo Entertainment System and Famicom.

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zerojnt
Posts: 13
Joined: Wed Sep 14, 2016 1:21 pm

Debugging and understanding ppu

Post by zerojnt »

Hi guys, I'm trying to implement PPU, but it's so hard O_O

There is a ppu rom with a debug file that covers the main ppu functions?

Now I'm trying to skip the ppu rendering processing and I show what is in vram, but it's now working right:

http://pasteboard.co/AoTYUoAx.png

(This is the Super Mario Bros Title Screen)

this is the github project :

https://github.com/jonathandasilvasanto ... o-emulator

Any help will be welcome :D
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Fumarumota
Posts: 49
Joined: Wed Nov 19, 2014 9:00 am
Location: Mexico

Re: Debugging and understanding ppu

Post by Fumarumota »

Have you gone through the documentation in the wiki (specially "The Skinny on NES Scrolling", understand how the registers work, VBLANK, NMI)?

The first step towards understanding the PPU is to grasp the concepts mentioned in the documentation. Give the wiki a good read and come back with more specific questions.

We'll be glad to help if we can :).
*** O-Nes-Sama emulator team ***
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