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The '''PPU (Picture Processing Unit)''', more specifically known as [[Ricoh]] RP2C02 ([[NTSC]] version) / RP2C07 ([[PAL]] version), is the [[microprocessor]] in the [[Nintendo Entertainment System]] responsible for generating video signals from graphic data stored in memory.
The chip is known for its effective use of [[Memory (computers)|memory]], using very little memory to store graphical data. It was rather advanced for its time when the [[Nintendo Entertainment System|Famicom]] (
==Key features==
*2KB external [[RAM]] for graphics information storage
*256
*
▲* 8 × 8 or 8 × 16 (selectable) sized [[Tile|tiles]]
▲* Two 4KB [[Tile set|tile sets]] with space for 256 tiles each
*
▲* Up to 64 sprites (movable objects) on screen simultaneously (only 8 visible per [[scan line]])
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▲* 25 colors simultaneously (although more colors are possible using programming tricks) from a hardware [[Palette (computing)|color palette]] of 64 colors
▲* Picture resolution of 256 × 240 pixels (fully visible on PAL, but cropped to 256 × 224 on most [[NTSC]] television sets)
==Technical information==
The PPU is controlled via eight [[Processor register|registers]] visible in the [[CPU]]'s address space in the addresses $2000 through $2007. All data and information is passed to the PPU through these, except the raw tile data, which is hardwired to the PPU's address space. The PPU uses the tile graphics data together with information stored by the program in the PPU's RAM, such as color and position, to render the final graphical output to the screen.
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==External links==
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[[Category:Graphics chips]]
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