From 298d2e796b97ae26d2cd355ba9fa36c99b21227f Mon Sep 17 00:00:00 2001 From: rainwarrior Date: Wed, 7 Sep 2016 20:11:37 +0000 Subject: [PATCH] mentioning new fixed palette in PPU Viewer documentation --- help/PPUViewer.html | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/help/PPUViewer.html b/help/PPUViewer.html index d7ecfd84..8d2caed9 100644 --- a/help/PPUViewer.html +++ b/help/PPUViewer.html @@ -71,7 +71,8 @@

Show on Scanline

This options makes it show what the PPU looks like when the screen is drawing that particular scanline. It is useful for games like SMB, that swap pattern tables mid-frame (e.g. for status bar stuff).


-

Right clicking on one of the PPU panels will change the palette it is shown with, cycling though pattern palettes and then sprite ones.

+

Right clicking on one of the PPU panels will change the palette it is shown with, cycling though pattern palettes, then sprite ones, then a ninth fixed grey palette (useful for inspecting CHR if all the palettes are currently black).

+


Putting the mouse cursor over a tile will display the tile address. Moving cursor over palette color will give palette address.


When Code/Data Logger is running, you can also use the "Mask unused graphics" feature. Alternatively, you can only mask tiles that were used (drawn or otherwise accessed) and emphasize the tiles that weren't used (e.g. in order to find secret sprites).