Tried to get all of AWJ's requests.
Rather than a separate trace for each PPU mode, I used HDMA to switch to the next mode every 32 scanlines. Layer 1 is using 16x16 tiles, layers 2-4 are using 8x8 tiles. Sprites #0-95 are 16x16, sprites #96-127 are 8x8.
Every sixteenth word of the nametable for layer 1 has the "flipped horizontally" bit set.
Sample rate is now 12MHz, so the aliasing will be a bit more annoying (alternating between 167ns and 250ns instead of the true value of 186ns)
I couldn't get all the logic analyzer clips on one RAM, so this is a random mixture of lines on U5 and U4.
Pertinent details: BGnSC of $70, $74, $78, $7C; BGnNBA of 0, 3, 5, 6; OBSEL=$0A. HDMA changes BGMODE from $10...$16, each value lasting for 32 scanlines. HDMA changes BG3VOFS to get offset-per-tile to be visible.
Rather than a separate trace for each PPU mode, I used HDMA to switch to the next mode every 32 scanlines. Layer 1 is using 16x16 tiles, layers 2-4 are using 8x8 tiles. Sprites #0-95 are 16x16, sprites #96-127 are 8x8.
Every sixteenth word of the nametable for layer 1 has the "flipped horizontally" bit set.
Sample rate is now 12MHz, so the aliasing will be a bit more annoying (alternating between 167ns and 250ns instead of the true value of 186ns)
I couldn't get all the logic analyzer clips on one RAM, so this is a random mixture of lines on U5 and U4.
Pertinent details: BGnSC of $70, $74, $78, $7C; BGnNBA of 0, 3, 5, 6; OBSEL=$0A. HDMA changes BGMODE from $10...$16, each value lasting for 32 scanlines. HDMA changes BG3VOFS to get offset-per-tile to be visible.