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[nesdev] the skinny on NES scrolling

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Famicom
 · 17 Jan 2020

 
Subject: [nesdev] the skinny on nes scrolling
Date: Tue, 13 Apr 1999 16:42:00 -0600
From: loopy <zxcvzxcv@netzero.net>
Reply-To: nesdev@onelist.com
To: nesdev@onelist.com

From: loopy <zxcvzxcv@netzero.net>

---------
the current information on background scrolling is sufficient for most games;
however, there are a few that require a more complete understanding.

here are the related registers:
(v) vram address, a.k.a. 2006 which we all know and love. (16 bits)
(t) another temp vram address (16 bits)
(you can really call them 15 bits, the last isn't used)
(x) tile X offset (3 bits)

the ppu uses the vram address for both reading/writing to vram thru 2007,
and for fetching nametable data to draw the background. as it's drawing the
background, it updates the address to point to the nametable data currently
being drawn. bits 0-11 hold the nametable address (-$2000). bits 12-14 are
the tile Y offset.

---------
stuff that affects register contents:
(sorry for the shorthand logic but i think it's easier to see this way)

2000 write:
t:0000110000000000=d:00000011
2005 first write:
t:0000000000011111=d:11111000
x=d:00000111
2005 second write:
t:0000001111100000=d:11111000
t:0111000000000000=d:00000111
2006 first write:
t:0011111100000000=d:00111111
t:1100000000000000=0
2006 second write:
t:0000000011111111=d:11111111
v=t
scanline start (if background and sprites are enabled):
v:0000010000011111=t:0000010000011111
frame start (line 0) (if background and sprites are enabled):
v=t

note! 2005 and 2006 share the toggle that selects between first/second
writes. reading 2002 will clear it.

note! all of this info agrees with the tests i've run on a real nes. BUT
if there's something you don't agree with, please let me know so i can verify
it.

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Subject: [nesdev] Re: the skinny on nes scrolling
Date: Tue, 13 Apr 1999 17:48:54 -0600
From: loopy <zxcvzxcv@netzero.net>
Reply-To: nesdev@onelist.com
To: nesdev@onelist.com

From: loopy <zxcvzxcv@netzero.net>

(more notes on ppu logic)

you can think of bits 0,1,2,3,4 of the vram address as the "x scroll"(*8)
that the ppu increments as it draws. as it wraps from 31 to 0, bit 10 is
switched. you should see how this causes horizontal wrapping between name
tables (0,1) and (2,3).

you can think of bits 5,6,7,8,9 as the "y scroll"(*8). this functions
slightly different from the X. it wraps to 0 and bit 11 is switched when
it's incremented from _29_ instead of 31. there are some odd side effects
from this.. if you manually set the value above 29 (from either 2005 or
2006), the wrapping from 29 obviously won't happen, and attrib data will be
used as name table data. the "y scroll" still wraps to 0 from 31, but
without switching bit 11. this explains why writing 240+ to 'Y' in 2005
appeared as a negative scroll value.

________________________________________________________
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