So just to make sure I'm upto to date:
Proper card interrupt handling:
Copy your isr(interrupt service routine) to iwram/ewram
Handle the card interrupt at highest priority
Disable sound, set IME to 0 (disable all interrupts), and go to an
infinite loop
Would that be correct?
Willem
> -----Original Message-----
> From: Jason Wilkins [mailto:fenix@...]
> Sent: 01 May 2003 22:26
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] Re: crtls Interrupt Handler
>
>
> On Thu, 1 May 2003, Damian Yerrick wrote:
>
> > And I keep reassuring them that after Sega v. Accolade, people who
> > include logo data have nothing to worry about.
>
> I believe this too, but if Nintendo took you to court, it
> would be a huge
> hassle to get in front of a judge and tell Nintendo how
> mistaken it is.
>
> > > but disassembling code and distributing it is apparently
> just fine.
> >
> > If there's only one efficient way to express a given idea,
> then by the
> > "merger doctrine", the expression is not worthy of copyright.
>
> I believe this as well, but there are several different
> permutations of
> how this can be done, and in this case it is an instruction for
> instruction match. It is not a big deal, I'm just curious.
>
> > Is there a way for a GBA cart to generate an interrupt
> other than by
> > being pulled off the bus entirely? For example, NES carts
> generated
> > interrupts for all sorts of reasons.
>
> I would guess yes, but both handlers go into infinite loops,
> which is not
> a good way to handle any event except removal of the cart.
>
> Hmm, I just realized another bad thing about this code. It
> turns off sound, and goes into an infinite loop, but it does
> not set IME to zero, so
> another interrupt could occur and take the program out of its loop.
>
> Removing the cart is bad, m'kay?
>
> I'm glad this feature only protects extremely careless people, nobody
> handles it correctly.
>
>
>
>
>
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