Hacker News
Advanced Nintendo Entertainment System (ANES) – NES Modded to Use 2 PPUs
EvanAnderson
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It would have been neat if Nintendo had set this up so the stock unit could have been expanded like this.
gwbas1c
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Is this a case of "you ain't gonna need it" overengineering; or was the PPU used in other products. (And thus these pins were used elsewhere?)
abbeyj
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If they had extra pins that they had no use for, I'm sure this would have seemed like a very easy and cheap addition. You take 4 unused pins and add 4 pulldown resistors. Then when you go to draw the background, instead of using index 0, you take the value for the index from those pins.
Maybe they planned to use this in arcade hardware, where you'd have a bigger budget than a home console and could afford two PPUs. Then you'd get more colors, and you could scroll the background layer independently from the foreground layer. I believe they later added support for independent layers on the SNES hardware so this type of thing was probably already in demand from game designers.
ndiddy
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NobodyNada
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I don't know if there were any actual machines that used dual PPUs, but the functionality was likely intended for creating an arcade machine with dual-layer background graphics.
erik
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I found this video that shows a Playstation running in the background of Super Mario Bros: https://youtu.be/TCsle-J9YzY?si=oyj_zZCKGionnzLu&t=423
ndiddy
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gkhartman
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This is far more exciting, since it adds functionality to they system. Maybe I'll dust off my old hacked up NES and do this at some point. If only I had the free time these days.
Thx for sharing :)
pipes
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toast0
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Sometimes you get sprites disappearing by priority, sometimes the software will alternate active sprites; software sprite disabling in some titles is probably harsher than needed (might flicker when there's more than X sprites on the screen, even if there is never more than 8 on one line)
Graziano_M
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The game only has a limited amount of time to do all of its logic before the VSYNC interrupt forces it to draw to the screen. Game have different ways of handling this, e.g. by rolling back and abandoning the changes, drawing whatever they have, etc.
A faster clock should make it s/t games that don't always get done in time should at least have a better chance.
QuantumNoodle
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zamadatix
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Kidding :), sad folks downvoted you for the question though. The video breakdown highlights that the name is a joke in this section https://www.youtube.com/watch?v=V2kaV_m4iNU&t=250s but the other 4 minutes are worth watching as well.