Make the PPU background color available and mirroring the pallet. #15
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At line 210
We need to shift tile_msb so we can get values ranging from (0,1,2,3), instead of (0,1,2). Would this disable the background color/transparency??? There might be a more elegant way to do this than the way I did it. Only caught this after another YouTuber point it out, and your explanation earlier in the video was so good that I follow the logic behind this Nintendo cleverness.
At line 532:
Again, big fan of your videos and I have learned so much about the NES and bitwise manipulation. I'm very grateful for everything you share and cover. I'm excited about the second PPU and sound episodes. Please double-check this suggestion, as I might have made a mistake and there is always a chance I might be wrong. Maybe it doesn't matter but shouldn't every 4th + 1 bit map to the background color at 0x0000?
Cheers.