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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. |
→Technical information: The address space only allocates 8 KB for CHR ROM/RAM (the other 8 KB are for nametables). OAM was the official name for sprite memory and is now the most common term. The description of palettes was wrong. |
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The lowest graphical components the PPU operates with are [[tile]]s, which are blocks of 8×8 or 8×16 pixels. The tiles are stored in a [[Read-only memory|ROM]] chip on the game cartridge. They are the basic building blocks, used to create larger moving objects, or large static backgrounds.
Due to the small size of NES sprites, most moving objects are made of multiple
As noted above, some games (mostly early MMC1 titles such as ''Legend of Zelda'' and ''Castlevania'') store their graphics data in the main PRG ROM. These have a CHR RAM chip instead of a ROM and pass the data from the PRG ROM to the CHR RAM, the main purpose of this being to produce animated background tiles. The arrival of the MMC3 mapper in 1988 eliminated the need for this as animated tiles could now be banked from the CHR ROM on the fly.
Essentially, the PPU supports two different kinds of drawable objects: movable (sprites) and non-movable (background). Both kinds of objects are composed of tiles, and moreover a sprite and background object can use the same tile. The difference is that a tile used as a sprite can move around, whereas a tile used as a background cannot. There are no collision detection registers for sprites as was common on most game systems of the era.
Sprite data is stored in a special memory called the "
Once tile data is set up in the
A color palette must be defined in order to show graphics on the screen. It is stored in a separate 32 byte ___location in RAM, known as "palette
==See also==
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