303. Sprite palettes from palette ram

Build sprite palettes from PPU palette RAM bytes.

Lesson 303 of 356 · tests/chapter_09_sprite_rendering/test_303_sprite_palettes_from_palette_ram.py

File to update

emulator/rendering/palette_ram.py

Why this step exists

Before rendering sprite pixels, we need to convert sprite palette RAM bytes into RGB palettes. Sprite palette RAM lives in the PPU palette address range:

$3F10-$3F1F

This helper receives those 16 bytes and returns four RGB sprite palettes.

References

https://www.nesdev.org/wiki/PPU_palettes#Palette_RAM

Important terminology

CHR color index
    The 2-bit pixel value decoded from CHR tile data: 0, 1, 2, or 3.

PPU palette RAM byte
    A runtime NES color index, usually $00-$3F.

RGB color
    The emulator's display color tuple from NES_PALETTE_RGB.

Sprite palette shape

palette 0 uses bytes 0, 1, 2, 3
palette 1 uses bytes 4, 5, 6, 7
palette 2 uses bytes 8, 9, 10, 11
palette 3 uses bytes 12, 13, 14, 15

Suggested implementation example

SpritePalettes = list[list[RGBColor]]


def build_sprite_palettes_from_palette_ram(palette_ram: bytes) -> SpritePalettes:
    if len(palette_ram) != PALETTE_RAM_SIZE:
        raise ValueError(f"Sprite palette RAM must be {PALETTE_RAM_SIZE} bytes")

    sprite_palettes = []

    for palette_id in range(TOTAL_PALETTES):
        base = palette_id * COLORS_PER_PALETTE

        palette = [
            get_nes_rgb_color(palette_ram[base]),
            get_nes_rgb_color(palette_ram[base + 1]),
            get_nes_rgb_color(palette_ram[base + 2]),
            get_nes_rgb_color(palette_ram[base + 3]),
        ]

        sprite_palettes.append(palette)

    return sprite_palettes

Important sprite transparency rule

Sprite CHR color index 0 is transparent during rendering. This helper does not apply transparency. It only converts palette RAM bytes to RGB colors. The later sprite renderer will decide:

if sprite_color_index == 0:
    skip drawing this pixel

Common misconception

"Sprite palette entry 0 should be removed from the palette helper."

No. Keep four entries. The renderer needs stable indexing 0..3, even though index 0 means transparent when drawing sprite pixels.

Out of scope

  • rendering sprite pixels
  • applying transparency
  • sprite priority
  • sprite flipping
  • sprite 0 hit
  • sprite overflow
  • pygame

Run this lesson

uv run pytest tests/chapter_09_sprite_rendering/test_303_sprite_palettes_from_palette_ram.py -v