Content deleted Content added
Fixed title formatting. |
→Key features: OAM is composed of 256 bytes "primary" (to store sprites) and 32 bytes "secondary" (to hold the 8 sprites found on the current scanline); also, the palette contains 10 duplicate colors (9 black, 1 white) |
||
Line 6:
== Key features ==
* 2 kB of external [[Random-access memory|RAM]] to store tile layout and auxiliary color information for background graphics (commonly referred to as ''nametables'')
* 288 (256+32) bytes of internal [[Dynamic random-access memory|DRAM]] for [[Sprite (computer graphics)|sprite]] attribute storage. This is measured in the amount of [[address space]] consumed; not every bit of every byte exists in the PPU.
* 32 bytes of internal [[Static random-access memory|SRAM]] for palette storage. As for sprite attribute storage, not all bits exist in the PPU.
* 8 × 8 or 8 × 16 (selectable) sized [[Sprite (computer graphics)|sprite]]s
* Two external 4 kB [[tile set]]s with space for 256 tiles each, usually stored in either RAM or ROM on the game cartridge
* Up to 64 sprites (movable objects) on screen simultaneously (only 8 visible per [[scan line]])
* 25 colors simultaneously (although more colors are possible using programming tricks) from a hardware [[Palette (computing)|color palette]] of
* Picture resolution of 256 × 240 pixels (fully visible on PAL, but cropped to {{nowrap|256 × 224}} on most [[NTSC]] television sets)
|