Im little stuck with ppu rendering. I have a few questions:
- are the first two tiles rendered on scanline 20? (i mean the scanline wich runs just before the 240 (0 - 239) on screen lines) and the rest 30 in the current scanline cycles plus the 2 that are rendered for the next scanline and so on...
- How to implement well this way of rendering? i understand the concept but im a little confused when i have to write the code.
"2C02 reference" talks about 2 16 bit shift registers where fit the two pattern tables bytes. As i disch me told me a little time ago, these 2 16 bit shift registers shift left (altought the reference says that shif right). The reference also mention that the fineX (which has no latch) "serves as a index to the bit of the tile". But again i cant get it to work.
All this is becouse i want the ppu reads all the tiles so PunchOut!! become emulated accuratly
Some help please?
- are the first two tiles rendered on scanline 20? (i mean the scanline wich runs just before the 240 (0 - 239) on screen lines) and the rest 30 in the current scanline cycles plus the 2 that are rendered for the next scanline and so on...
- How to implement well this way of rendering? i understand the concept but im a little confused when i have to write the code.
"2C02 reference" talks about 2 16 bit shift registers where fit the two pattern tables bytes. As i disch me told me a little time ago, these 2 16 bit shift registers shift left (altought the reference says that shif right). The reference also mention that the fineX (which has no latch) "serves as a index to the bit of the tile". But again i cant get it to work.
All this is becouse i want the ppu reads all the tiles so PunchOut!! become emulated accuratly
Some help please?