If all PPU registers are 0, and the cart does absolutely nothing (or not present), what address does the PPU read per-cycle for a frame? IE:
0: 0x2000
1: 0x2000
2: 0x2000
3: 0x2001
4: 0x2001
5: 0x2001
6: 0x2001
7: 0x2001
8: 0x2001
9: 0x2001
10: 0x2001
11: 0x2002
12: 0x2002
13: 0x2002
14: 0x2002
15: 0x2002
16: 0x2002
17: 0x2002
18: 0x2002
19: 0x2003
I am trying to get cycle/pixel accurate using loopy_v/t. It would be a great resource if known cycle/pixel accurate emulators had this information in a table format.
I've looked at other emulators source, but a lot of them do not use the full PPU address space as laid out in an actual NES. IE: Access name tables via nametable[x] instead of PPU.Memory[0x2000 + x].
It's mostly hard to determine when to reset the address from the latch (V=T in loopy terms) during rendering cycles.
Thanks.
0: 0x2000
1: 0x2000
2: 0x2000
3: 0x2001
4: 0x2001
5: 0x2001
6: 0x2001
7: 0x2001
8: 0x2001
9: 0x2001
10: 0x2001
11: 0x2002
12: 0x2002
13: 0x2002
14: 0x2002
15: 0x2002
16: 0x2002
17: 0x2002
18: 0x2002
19: 0x2003
I am trying to get cycle/pixel accurate using loopy_v/t. It would be a great resource if known cycle/pixel accurate emulators had this information in a table format.
I've looked at other emulators source, but a lot of them do not use the full PPU address space as laid out in an actual NES. IE: Access name tables via nametable[x] instead of PPU.Memory[0x2000 + x].
It's mostly hard to determine when to reset the address from the latch (V=T in loopy terms) during rendering cycles.
Thanks.