[NES] setup a tiny bit of infrastructure for peeking the ppu instead of reading it, but really it isnt necessary until some of the more sophisticated mappers are made
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@ -176,7 +176,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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var SystemBus = new MemoryDomain("System Bus", 0x10000, Endian.Little,
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addr => ReadMemory((ushort)addr), (addr, value) => WriteMemory((ushort)addr, value));
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var PPUBus = new MemoryDomain("PPU Bus", 0x4000, Endian.Little,
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addr => ppu.ppubus_read(addr), (addr, value) => ppu.ppubus_write(addr, value));
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addr => ppu.ppubus_peek(addr), (addr, value) => ppu.ppubus_write(addr, value));
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var dCIRAM = new MemoryDomain("CIRAM (nametables)", 0x800, Endian.Little,
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addr => CIRAM[addr & 0x07FF], (addr, value) => CIRAM[addr & 0x07FF] = value);
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@ -25,6 +25,12 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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return nes.board.ReadPPU(addr);
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}
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//debug tools peek into the ppu through this
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public byte ppubus_peek(int addr)
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{
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return nes.board.PeekPPU(addr);
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}
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enum PPUPHASE {
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VBL, BG, OBJ
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};
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