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DumpVideoSignalRus.md
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98 changes: 98 additions & 0 deletions UserManual/PPUPlayer/DumpVideoSignalEng.md
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# PPUPlayer Video Dump Guide

Requirements:
- PPUPlayer 2.2+ (https://github.com/emu-russia/breaknes/releases/)
- Nintendulator (https://www.qmtpro.com/~nes/nintendulator/)

## First run of PPUPlayer

Start PPUPlayer:

![dump_video_001](/UserManual/imgstore/dump_video_001.png)

Select in the settings the PPU revision for which you want to get the video signal dump:

![dump_video_002](/UserManual/imgstore/dump_video_002.png)

Run PPUPlayer in "free flight" (Run PPU). Go to the Current Scan tab and make sure the PPU is alive:

![dump_video_003](/UserManual/imgstore/dump_video_003.png)

## Dump of PPU state in Nintendulator

Run some game in Nintendulator, preferably without a complicated mapper.

Open the debugger and save all of the PPU memory:

![dump_video_004](/UserManual/imgstore/dump_video_004.png)

You will get a file with the extension .ppumem, which can be found somewhere in the depths of your Users/AppData folder.

## Loading PPU state into the PPUPlayer

Select `Load Nintendulator PPU Dump` in the menu `PPU Dumps` and load the PPU memory dump from the Nintendulator.

This will result in something like this:

![dump_video_005](/UserManual/imgstore/dump_video_005.png)

But oops. Something's wrong.

The point is that the Nintendulator only saves the PPU memory, but not the current values of registers $2000 and $2001.

Especially important is register $2000, which sets the Pattern table addresses and sprite size.

To fix this, go to the Debug tab and change the value of register $2000 (for Contra you need to set it to 0x30):

![dump_video_006](/UserManual/imgstore/dump_video_006.png)

It turned out like this:

![dump_video_007](/UserManual/imgstore/dump_video_007.png)

## Turn on the video signal dump

There is only one small thing left to do.

In the menu `PPU Dumps` you need to select `Start video signal dump`, specify the file and then the dump to the video output file of the PPU chip will start automatically.

- For "composite" PPU (2C02/2C07) we dump a float array, each value represents a voltage (signal level)
- For RGB PPU 4 bytes are dumped (in order R, G, B, SYNC) which correspond to RGB PPU outputs

## RAW Dump

It is possible to get the pixel value before the DAC circuitry instead of the PPU video signal:

![dump_video_008](/UserManual/imgstore/dump_video_008.png)

In this case uint16_t values of the following format will be dumped:

```c++
/// <summary>
/// Raw PPU color, which is obtained from the PPU circuits BEFORE the video signal generator.
/// The user can switch the PPUSim video output to use "raw" color, instead of the original (Composite/RGB).
/// </summary>
union RAWOut
{
struct
{
unsigned CC0 : 1; // Chroma (CB[0-3])
unsigned CC1 : 1;
unsigned CC2 : 1;
unsigned CC3 : 1;
unsigned LL0 : 1; // Luma (CB[4-5])
unsigned LL1 : 1;
unsigned TR : 1; // "Tint Red", $2001[5]
unsigned TG : 1; // "Tint Green", $2001[6]
unsigned TB : 1; // "Tint Blue", $2001[7]
unsigned Sync : 1; // 1: Sync level
};
uint16_t raw;
} RAW;
```
## Summary
PPUPlayer has become a powerful tool in exploring PPU. There is a real live PPU living inside of it.
Feel free to push the different buttons in PPUPlayer and experiment. If anything, there is also a presentation (nearby).
98 changes: 98 additions & 0 deletions UserManual/PPUPlayer/DumpVideoSignalRus.md
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# Руководство по дампу видеосигнала в PPUPlayer

Требования:
- PPUPlayer 2.2+ (https://github.com/emu-russia/breaknes/releases/)
- Nintendulator (https://www.qmtpro.com/~nes/nintendulator/)

## Первый запуск PPUPlayer

Запустить PPUPlayer:

![dump_video_001](/UserManual/imgstore/dump_video_001.png)

Выбрать в настройках ревизию PPU, для которого нужно получить дамп видеосигнала:

![dump_video_002](/UserManual/imgstore/dump_video_002.png)

Запустить PPUPlayer в "свободный полёт" (Run PPU). Перейти на вкладку Current Scan и убедиться что PPU живой:

![dump_video_003](/UserManual/imgstore/dump_video_003.png)

## Дамп состояния PPU в Nintendulator

Запустить какую-то игру в Nintendulator, желательно без сложного маппера.

Открыть отладачик и сдампить всю память PPU:

![dump_video_004](/UserManual/imgstore/dump_video_004.png)

Получится файл с расширением .ppumem, который можно найти где-то в недрах вашей папки Users/AppData.

## Загружаем состояние PPU в PPUPlayer

В меню `PPU Dumps` выбрать пункт `Load Nintendulator PPU Dump` и загрузить полученный в Nintendulator дамп памяти PPU.

Получится примерно такое:

![dump_video_005](/UserManual/imgstore/dump_video_005.png)

Но упс. Что-то не так.

Дело в том, что Nintendulator сохраняет только память PPU, но не сохраняет текущие значения регистров $2000 и $2001.

Особенно важен регистр $2000, в котором задаются адреса Pattern table и размер спрайтов.

Чтобы это исправить, переходим на вкладку Debug и меняем значение регистра $2000 (для Contra нужно установить значение 0x30):

![dump_video_006](/UserManual/imgstore/dump_video_006.png)

Получилось такое:

![dump_video_007](/UserManual/imgstore/dump_video_007.png)

## Включить дамп видеосигнала

Осталось за малым.

В меню `PPU Dumps` нужно выбрать пункт `Start video signal dump`, указать файл и после этого автоматически начнётся дамп в файл видеовыхода микросхемы PPU.

- Для "композитных" PPU (2C02/2C07) производится дамп массива float, каждое значение представляет собой напряжение (уровень сигнала)
- Для RGB PPU дампится 4 байта (в очередности R, G, B, SYNC), которые соответствуют выходам RGB PPU

## RAW Dump

Есть возможность вместо видеосигнала PPU получать значение пикселей до схемы ЦАП:

![dump_video_008](/UserManual/imgstore/dump_video_008.png)

В этом случае будут дампиться значения uint16_t следующего формата:

```c++
/// <summary>
/// Raw PPU color, which is obtained from the PPU circuits BEFORE the video signal generator.
/// The user can switch the PPUSim video output to use "raw" color, instead of the original (Composite/RGB).
/// </summary>
union RAWOut
{
struct
{
unsigned CC0 : 1; // Chroma (CB[0-3])
unsigned CC1 : 1;
unsigned CC2 : 1;
unsigned CC3 : 1;
unsigned LL0 : 1; // Luma (CB[4-5])
unsigned LL1 : 1;
unsigned TR : 1; // "Tint Red", $2001[5]
unsigned TG : 1; // "Tint Green", $2001[6]
unsigned TB : 1; // "Tint Blue", $2001[7]
unsigned Sync : 1; // 1: Sync level
};
uint16_t raw;
} RAW;
```
## Заключение
PPUPlayer стал мощным инструментов в изучении PPU. Внутри него живёт настоящий живой PPU.
Не стесняйтесь тыкать разные кнопочки в PPUPlayer, экспериментируйте. Если что, имеется также презентация (тут рядом).
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