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→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) |
Microprocessors must contain arithmetic and logic capabilities, as well as the ability to execute preprogrammed instructions on their own from RAM without any other supporting chips, something the NES PPU was clearly not capable of doing. |
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[[Image:Nesppu.jpg|right|thumb|NES PPU (Ricoh RP2C07) in a PAL NES]]
The '''PPU (Picture Processing Unit)''', more specifically known as [[Ricoh]] RP2C02 ([[NTSC]] version) / RP2C07 ([[PAL]] version), is the [[
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]] (Japanese version of the Nintendo Entertainment System) was released, having full [[Sprite (computer graphics)|sprite]] support, movable backgrounds, and many colors on screen at the same time. To compete with other video game systems, like the graphically superior [[Sega Master System]], [[Nintendo]] also extended the PPU's technical capabilities through the use of [[Multi-Memory Controller|mappers]], which were placed on the game cartridge. The mappers added more memory or could bank switch data into the PPU's [[address space]], making it possible to create more advanced graphics, using more colors and bigger [[tile set]]s.
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