Search the web
Sign In
New User? Sign Up
gbadev
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Want to share photos of your group with the world? Add a group photo to Flickr.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
mode4 + sprite data overlap   Message List  
Reply | Forward Message #6755 of 15019 |
I hope the following question is not one of those that has been asked a
few million times ;-) If so, please pardon me...

While using double buffered Mode 4, I can NOT display my sprites
properly. BKG2 Page #2 data overlaps with sprite character data at
address 0x6010000. What is the solution for this problem?

Kind Regards,
--
Mert Börü
Digital Media Development

info(+)TRON A.Ş.
"Birlikte Geleceği Yaratıyoruz"

Prof. Dr. F. K. Gökay Cad. No:27/3
Altunizade 81190 Istanbul
TURKEY

Tel: +90-216-492-1002 e-mail:mert@...
Fax: +90-216-343-2132 http://www.infotron.com.tr






Wed Sep 5, 2001 3:46 pm

mert@...
Send Email Send Email

Forward
Message #6755 of 15019 |
Expand Messages Author Sort by Date

I hope the following question is not one of those that has been asked a few million times ;-) If so, please pardon me... While using double buffered Mode 4, I...
Mert Börü
mert@...
Send Email
Sep 5, 2001
6:21 pm

... With mode 3,4,5 sprite data starts at 0x06014000 with a name beginning at 512 .. so start naming your sprites at 512 .. copy your sprites at 0x06014000 and...
Pierre-Emmanuel CHAUT
pe_chaut@...
Send Email
Sep 6, 2001
4:05 am

you only have half the normal sprite char area and it starts at 0x06014000 ... From: "Mert Börü" <mert@...> To: "GBAdev" <gbadev@yahoogroups.com>...
Dan Cotter
dancotter@...
Send Email
Sep 6, 2001
4:05 am

Mert, having a quick look at a doc, I found... In mode 4 (And 5 for that matter) the usable OBJ memory decreases, so it does not start at 0x06010000 but...
Aaron Koolen
blitzed@...
Send Email
Sep 6, 2001
4:05 am

I think you are restricted to 16K of sprites in the top 16K of the OAM memory. It seems that the lowest 64K of VRAM always belongs to the bitmap & tiled...
Matthew Porth
matthew@...
Send Email
Sep 6, 2001
4:06 am

... Regards to everybody, who has kindly showed me the way out of the problem. (Thank you Andrew, Jeff, Pierre-Emmanuel, Aaron, Mattew and Dan... ;-) -- Mert...
Mert Börü
mert@...
Send Email
Sep 6, 2001
6:32 am
Advanced

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help