How the Super Nintendo Graphics Chip Worked: Super PPU Guide

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Description of PPU Concepts


Super PPU

Super "Picture P rocessing U nit" is a video controller chip that processes tile graphics, scrolling planes and SNES sprites. The function is similar to the PPU of the NES console.

VRAM

V ideo RAM - RAM used by Super PPU. Contains tiles. Each screen mode uses its own tile size. This is usually 8x8 or 16x16 pixels per tile. VRAM has a capacity of 64 KB.

Oam

"Object Attribute Memory" - contains the data definitions of sprites. May contain data of no more than 128 sprites. Similar to OAM in NES, but more advanced.

OAM data stored for each sprite



OAM Viewer emulator No $ sns (SMW)

Two main types of machines


NTSC Consoles


PAL Consoles



Left: NTSC Super Nintendo (Model 1), right: PAL Super Famicom

Tile cards


SNES had 7 different "modes" of background processing



Summary table of modes

4 plane graphics


SNES could process up to 4 graphics planes, called BG1-BG4. These graphics planes could scroll (scroll).

Tile Card Sizes


Properties of each tile in the tile map



Tilemap viewer for 4 backgrounds (BG) in SWM

Video modes

Mode 0


Mode 1


Mode 2


Mode 3


Mode 4


Mode 5


Mode 6


Mode 7




Cgram


"Color Graphics RAM"



Breakdown of the SNES palette (Super Mario World in Palette viewer emulator no $ sns)

Recommended Debugging and Graphics Tools


Finding good software to create retro graphics, split pixel art into tiles, and reduce the number of colors to process in various SNES video modes can be difficult. Below is a list of recommended software for working with retro graphics and specialized emulators that allow you to explore the contents of VRAM and the plane.

Graphics software:

Yy-chr


Irfanview


Recommended specialized emulators for debugging Super PPU

No $ sns


Higan


Links and additional reading



Source: https://habr.com/ru/post/478580/


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