Search found 18 matches

by gnarlyWarlock
Thu Oct 01, 2015 7:13 pm
Forum: GBDev
Topic: VRAM copy in WRAM
Replies: 7
Views: 4261

Re: VRAM copy in WRAM

Naw naw naw, I meant don't transfer during hblank. It's extremely short - only around 200 cycles - so you'll barely increase the number of bytes transferred, and you're burning through the time you should be spending on your game logic waiting for it. In fact, by my math, with all the overhead in y...
by gnarlyWarlock
Wed Sep 30, 2015 3:13 pm
Forum: GBDev
Topic: VRAM copy in WRAM
Replies: 7
Views: 4261

Re: VRAM copy in WRAM

Thanks for the reply. However... I DO transfer during HBlank, which you did condon. That brings me to my next point - I can't use HALT as H-Blank isn't treated as an interrupt. That loop looks for both V-Blank and H-Blank, so i don't see the point of using halt. But thanks for the tip - I don't see ...
by gnarlyWarlock
Tue Sep 29, 2015 9:33 am
Forum: GBDev
Topic: VRAM copy in WRAM
Replies: 7
Views: 4261

Re: VRAM copy in WRAM

@@VBlank: @WaitLoop: ldh A, ($44) ;load in the value from the LCDC Y-coordinate cp $91 ;mask that checks if the processor is in mode 1 (V-blank) jr nz, @WaitLoop push AF ;;;check if we are in the intialization routine; if we are, simply return. Otherwise, do the proper VRAM updates ;;;;check for st...
by gnarlyWarlock
Mon Sep 28, 2015 5:07 pm
Forum: GBDev
Topic: VRAM copy in WRAM
Replies: 7
Views: 4261

VRAM copy in WRAM

Hello. Initially making my game, I realized I ran out of VRAM space as it was taken up by all the main character sprite variations (standing, walking, etc.). It only Made sense to have a working copy in WRAM that would be uploaded at VBlank. However, I'm fairly sure I simply ran out of time, as I've...
by gnarlyWarlock
Thu Aug 06, 2015 1:45 pm
Forum: GBDev
Topic: What exactly is a slot in WLA?
Replies: 6
Views: 4027

Re: WLA - Pure ROM specifier in header

Google wla-dx slot returned this older topic , which defined "slot" as what the VESA spec calls a "window": part of the CPU address space through which a particular part of the ROM (a "bank") can be read. On NES, an UNROM cartridge has 4 or 8 banks, which are mapped in...
by gnarlyWarlock
Thu Aug 06, 2015 12:36 pm
Forum: GBDev
Topic: What exactly is a slot in WLA?
Replies: 6
Views: 4027

Re: WLA - Pure ROM specifier in header

Lol nvm, I should've read it more accurately. I realized the smallest amount of banks you can have is 2, since addresses $4000-$7FFF are always accessible, just that the MBC is used when you have more than 2 banks. Sorry about that. But yeah, what is a SLOT, I still needa know lol P.S. it's neither,...
by gnarlyWarlock
Thu Aug 06, 2015 12:18 pm
Forum: GBDev
Topic: What exactly is a slot in WLA?
Replies: 6
Views: 4027

What exactly is a slot in WLA?

So, I've specified that I want a pure ROM (.CARTRIDGETYPE 0), 16KB, just bank 0, and as such, in the beginning of my header I write .ROMBANKSIZE $4000 .ROMBANKS 0 Now in the WLA documentation, it says that giving the 0 argument will force two banks, at 32KBytes (I presume it means total). HOWEVER, ...
by gnarlyWarlock
Sun Aug 02, 2015 6:15 pm
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

Hahaha. Oh wow, that last example could have saved me a LOT of time in places. I have literally turned to writing Excel VBA Macros before that produce huge repetitive chunks of code that follow a predictable pattern. Only other thing I can think of now is that the problem might not be in that chunk...
by gnarlyWarlock
Sat Aug 01, 2015 10:03 am
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

Hmm... - The clc at the start of the loop is wasted. cmp determines the carry flag, so its state beforehand is irrelevant. - Looks like you're using bcs when you should be using bpl , and that's probably your problem. Branch if PLus ( bpl ) and Branch if MInus ( bmi ) are for straight-up greater th...
by gnarlyWarlock
Fri Jul 31, 2015 1:57 pm
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

Well, all is good and well, but I've come across yet another brick wall. I've been sitting on it for a few days, tried a few things but I still can't piece why exactly it doesn't work as I want to. So, I'm trying to do a wavy background like. I'm writing to $210D, and all is well and good; when I in...
by gnarlyWarlock
Thu Jul 30, 2015 10:34 am
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

Oh, and watch out for immediate value loads that don't actually have # in front. Ah, well, what immediates are there which I can specify without a pound sign prefixed? There aren't any. It's just that unless your brain is very different from mine (which is possible), accidentally leaving it off is ...
by gnarlyWarlock
Wed Jul 29, 2015 9:50 am
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

The first nibble of the mode denotes the ROM speed. Mode 2x is slow ROM, where ROM is accessed at 2.7 MHz. Slow ROM must be 200 ns or faster. Mode 3x is fast ROM, which allows 3.6 MHz ROM reading in $80-$FF but needs 120 ns or faster ROMs. It provides a speed advantage for code or data tables in RO...
by gnarlyWarlock
Tue Jul 28, 2015 10:19 am
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

Thank you guys so much. It's always the simple stupid mistakes that get me, and I seriously JUST realized $A100 isn't in $0000-$1FFF LOL. The info on the memory map is incredibly useful though, thanks. I couldn't understand the nomenclature they use for the different ROM types (There's Modes 20, 21,...
by gnarlyWarlock
Mon Jul 27, 2015 1:45 pm
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

I hope someone sees this, because yet again, the official documentation isn't clear I'm quoting the SNES Dev Manual, page 2-21-1 The WRAM (8K-Byte) is mapped to address (0000~1FFF) of banks (00~3F), (80~BF) and 7E> This is the WRAM used as common bank. This 8K-bytes can be accessd from any bank desc...
by gnarlyWarlock
Fri Jul 24, 2015 11:41 pm
Forum: SNESdev
Topic: Direct page issues...
Replies: 39
Views: 8017

Re: Direct page issues...

As for the above post, If that's the actual issue, then what is the purpose of direct paging, assuming it can only address the 0 bank? In other words (I'm pretty new so please pardon the amateur questions) what's in the 0 bank? VRAM, dedicated hardware registers or what? What can I possibly use dir...