I think I found a good scanlines/dma compromise
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- For making cartridges of your Super NES games, see Reproduction.
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psycopathicteen
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Re: I think I found a good scanlines/dma compromise
I guess I'll bring it up to 12 pixels on top and bottom, because v-blank is already saturated with 1 big 8kB block, and there needs enough CPU time to run the game.
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psycopathicteen
- Posts: 3001
- Joined: Wed May 19, 2010 6:12 pm
Re: I think I found a good scanlines/dma compromise
http://wiki.superfamicom.org/snes/show/Registers
On this website I found this under registers $2180-$2183
On this website I found this under registers $2180-$2183
Is this true? Can you DMA from rom into wram with these registers? If so, then using a CPU RAM buffer would be possible. The only problem I see is that it wouldn't work for decompressed sprites, because you can't do wram-to-wram DMAs.This means you could use DMA mode 4 to $2180 and a table in ROM to write any sequence of RAM addresses. The value does not wrap at page boundaries on increment.
Re: I think I found a good scanlines/dma compromise
Well, I can't answer for your questions, but about the "is it true" question, the only really reliable document for the SNES is Anomie's. Most others/older documents are totally inaccurate and somtimes even complete crap.
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psycopathicteen
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- Joined: Wed May 19, 2010 6:12 pm
Re: I think I found a good scanlines/dma compromise
I'm finished with my animation engine. Here is a demo showing Red's running animation from Gunstar Heroes.
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psycopathicteen
- Posts: 3001
- Joined: Wed May 19, 2010 6:12 pm
Re: I think I found a good scanlines/dma compromise
I realized that instead of using HDMA to create the top and bottom bar, a better way would be to use BG3 to create the top and bottom bar. This way would be better because the CPU can keep the PPU in forced-blank until DMAing is finished, even when it finishes late.