We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS

Scanline: Difference between revisions

From SnesLab
Jump to: navigation, search
(bolded title)
(→‎References: clarify which Appendix)
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
A '''scanline''' is a single row of dots, produced by a single horizontal sweep of the raster beam across the TV screen from left to right.  A scanline takes 1364 master cycles.<sup>[1]</sup>
A '''scanline''' is a single row of dots, produced by a single horizontal sweep of the raster beam across the TV screen from left to right.  A scanline takes 1364 [[master cycle]]s.<sup>[1]</sup>


It takes the raster beam approximately 63.5 microseconds to draw a scanline and then [[hblank]].<sup>[3]</sup>
It takes the raster beam approximately 63.5 microseconds to draw a scanline and then [[hblank]].<sup>[3]</sup>


Scanlines can be long or short.
Scanlines can be 4 cycles longer or shorter than normal.


=== See Also ===
=== See Also ===
Line 12: Line 12:
# https://problemkaputt.de/fullsnes.htm#snestimingppumemoryaccesses
# https://problemkaputt.de/fullsnes.htm#snestimingppumemoryaccesses
# https://problemkaputt.de/fullsnes.htm#snestiminghvevents
# https://problemkaputt.de/fullsnes.htm#snestiminghvevents
# [https://archive.org/details/SNESDevManual/book1/page/n214 Appendix 20 of Book I] of the official Super Nintendo development manual
# [https://archive.org/details/SNESDevManual/book1/page/n214 Appendix A-20 of Book I] of the official Super Nintendo development manual


[[Category:Video]]
[[Category:Video]]

Latest revision as of 17:20, 18 August 2024

A scanline is a single row of dots, produced by a single horizontal sweep of the raster beam across the TV screen from left to right. A scanline takes 1364 master cycles.[1]

It takes the raster beam approximately 63.5 microseconds to draw a scanline and then hblank.[3]

Scanlines can be 4 cycles longer or shorter than normal.

See Also

References

  1. https://problemkaputt.de/fullsnes.htm#snestimingppumemoryaccesses
  2. https://problemkaputt.de/fullsnes.htm#snestiminghvevents
  3. Appendix A-20 of Book I of the official Super Nintendo development manual