While we're on the subject of interrupts can anyone suggest a reason why I
might be getting squeaks and splutters in the sound when I'm running
multiplayer code?
This only happens when I'm running multiplayer code and I'm assuming that
the MP interrupts are somehow blocking my vblank interrupts which service
the sound buffers.
This same situation seems to occur occasionally with VCount interrupts
flipping out when there is a lot of sound which is also worse when MP code
is happening.
What are the solutions for running multiple time-critical interrupts
successfully on GBA?
I must have my VCount interrtupts for palette switching, and if I let my SIO
and Timer interrupts for MP go astray I'll lose synch.
:(
-----Original Message-----
From: Jonathan Perret [mailto:
jonathan.perret@...]
Sent: 02 May 2003 13:45
To:
gbadev@yahoogroups.com
Subject: Re: [lists] Re: [gbadev] Re: crtls Interrupt Handler
From: "matthew conte" <
itsbroke@...>
> there's no need to handle game pak interrupt at highest priority. only
one
> interrupt is handled per entry to the main ISR (for most usual setups), so
> giving the lowest priority is fine.
I don't follow you. Do you mean that only one bit is ever set in IF when
the BIOS calls the ISR ? That seems quite unlikely.
If this is not the case then the cart interrupt MUST be handled first
since every other interrupt handler is likely to access code or data that
resides in ROM. No ?
Cheers,
--Jonathan
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