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< h1 > PPU Viewer< / h1 >
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< p > < / p >
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< p > < span class = "rvts17" > PPU Viewer< / span > < / p >
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< p > < br / > < / p >
< p > < br / > < / p >
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< p > < span class = "rvts12" > Introduction< / span > < / p >
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< p > < br / > < / p >
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< p > The NES architecture includes a 6502 CPU as well as a custom video controller known as a PPU (Picture Processing Unit). The PPU's video memory is separated from the main CPU memory and can be read/written via special ports (see < a class = "rvts18" href = "PPU.html" > PPU Memory< / a > ).< / p >
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< p > < br / > < / p >
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< p > The PPU viewer will display the contents of the current PPU memory. (It does not alter game data in anyway). < / p >
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< p > < br / > < / p >
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< p > < span class = "rvts16" > Using PPU Viewer< / span > < / p >
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< p > < br / > < / p >
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< p > < span class = "rvts10" > Show on Scanline< / span > < / p >
< p > This options makes it show what the PPU looks like when the screen is drawing that scanline. It is useful for games like SMB, that swap pattern < / p >
< p > tables mid-frame (status bar stuff).< / p >
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< p > < br / > < / p >
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< p > Right clicking on one of the PPU panels cycles the palettes it is shown with, though pattern palettes and then sprite ones< / p >
< p > Putting the mouse cursor over a tile will display the tile address. Moving cursor over palette color will give palette address.< / p >
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< p > < / p >
< p class = "rvps2" > < span class = "rvts13" > Created with the Personal Edition of HelpNDoc: < / span > < a class = "rvts14" href = "http://www.helpndoc.com/create-epub-ebooks" > Produce electronic books easily< / a > < / p >
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