i have read in past forum posts that the ppu does nothing when disabled. i searched for info but couldnt find any past post. i supose i am not searching the right words.
i was looking at recoding my ppu (code clean up and reuse).
is it possible that the ppu still does everything internally except doesnt read or write to the ppu address or data bus ? (and show the color as described in other thread)
example, the ppu goes on -> off -> horizontal position 0... 63, where oam is being set to 0xff. the background would be messed up only for those pixels and resume on the correct tile ? sprites might be ok if not effected by 0xff initialization ?
example, the ppu goes on -> off -> on horizontal position 200 ... 255, where the sprites are being evaluated for range. assume that the inrange is done evaluating, would the sprite data fetch 256...320 still fetch the correct sprites ?
since the ppu is a large state machine, i was thinking that some states still operate but dont read or write externally.
what information is known about the ppu when background and sprites are disabled ?
thanks
matt
i was looking at recoding my ppu (code clean up and reuse).
is it possible that the ppu still does everything internally except doesnt read or write to the ppu address or data bus ? (and show the color as described in other thread)
example, the ppu goes on -> off -> horizontal position 0... 63, where oam is being set to 0xff. the background would be messed up only for those pixels and resume on the correct tile ? sprites might be ok if not effected by 0xff initialization ?
example, the ppu goes on -> off -> on horizontal position 200 ... 255, where the sprites are being evaluated for range. assume that the inrange is done evaluating, would the sprite data fetch 256...320 still fetch the correct sprites ?
since the ppu is a large state machine, i was thinking that some states still operate but dont read or write externally.
what information is known about the ppu when background and sprites are disabled ?
thanks
matt