Talk:Picture Processing Unit

Latest comment: 8 years ago by 67.161.157.179 in topic References

Copyvio edit

This page seems to be ripping off Ian Buck's Hardware Console Design (see http://graphics.stanford.edu/~ianbuck/proj/Nintendo/node5.html) since the 16:53, 26 June 2006 edit.

Cleared page and added copyvio tag. JubalHarshaw 18:11, 9 October 2006 (UTC)Reply

I deleted the copyvio version and restored the edits prior to that. --Aguerriero (talk) 18:44, 19 October 2006 (UTC)Reply

Size of tiles or sprites? edit

In the "Key features" section, it says: "8 × 8 or 8 × 16 (selectable) sized tiles" Actually what can be 8 or 16 pixels high are sprites. the tiles are always 8 x 8. What changes is that a sprite has one or two tiles associated with it. The sprite is just the information of where to draw the associated tile(s), with optional flipping and with which palette. Petruza (talk) 12:41, 19 May 2010 (UTC)Reply

References edit

There isn't a single reference or citation in the entire article. While it sounds and reads well and appears to be accurate, where is the information coming from? How does one reference or verify it? Same problem exists on the talk page as well -- where is this information coming from? Leeor net (talk) 19:56, 21 April 2013 (UTC)Reply

I just noticed the External Links section which addresses most of my concerns. I'd like to see more references, however, to help make this article more complete. Leeor net (talk) 20:00, 21 April 2013 (UTC)Reply
BTW, the other wiki (NESDev) has the most uptodate information, of the highest quality (read: Technical accuracy). It's the first link, but the mirrors of the older information exist (on the main NESDev site among others) for historical reference of our advancing understanding of this old system. The experts have researched this to death and have actually corrected many errors even in just the last 5 years! There are many subtleties that don't matter for most games, but the edge cases make a difference for technical accuracy and some games. Battletoads is notorious for being sensitive to bugs in hardware and emulators, for example. 67.161.157.179 (talk) 05:46, 26 December 2015 (UTC)Reply

Issues with Article edit

There are two issues I see with the article: One, Sprite memory is often abbreviated to OAM (object attribute memory). I have never seen "SPR-RAM" used in the documentation I read. Two, the universal background color is taken from byte 0 of the Background palette memory; the unused sections of sprite memory merely mirror down to the unused background memory parts and the universal background color. The mixup is probably because Super Mario Bros takes advantage of this mirroring. There is also no mention of the PPU's expansion pins, or the sprite overflow bug, or the background palette hack, or mirroring, or extra nametable space, etc. I know not everything needs to be in there, but there's more to know. 2601:603:4400:3890:1D75:7AF7:E5CE:9751 (talk) 00:15, 18 December 2015 (UTC)Reply