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				<h1>PPU Viewer</h1>
				
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<p><span class="rvts17">PPU Viewer</span></p>
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<p><br></p>
<p><span class="rvts12">Introduction</span></p>
<p><br></p>
<p>The NES architecture includes a 6502 CPU as well as a custom video controller known as a PPU (Picture Processing Unit). &nbsp;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>
<p><br></p>
<p>The PPU viewer will display the contents of the current PPU memory. &nbsp;(It does not alter game data in anyway). &nbsp;</p>
<p><br></p>
<p><span class="rvts16">Using PPU Viewer</span></p>
<p><br></p>
<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. &nbsp;It is useful for games like SMB, that swap pattern </p>
<p>tables mid-frame (status bar stuff).</p>
<p><br></p>
<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. &nbsp;Moving cursor over palette color will give palette address.</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Full featured Documentation generator</a></p>
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