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NES Architecture: PPU and CPU timing

October 21, 2024October 14, 2024 by kevin81

Have you encountered cases of slowdown or dropped frames in your game? That’s because the game uses too many cycles to be processed in a single frame. But how many cycles do you have actually? This short post will show you the number of CPU cycles you can use, and why it’s that number exactly.

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Categories NES architecture Tags cpu, dendy, frame timing, hblank, ntsc, pal, ppu, vblank

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