Fixed some inconsistencies on the programming guide.įor anyone who might get tripped on this: the info in "quick quide.txt" and README.html are somewhat contradictory.Thanks MFG for figuring out and providing the fix. Fixed an issue where the Layer 3 tilemap would glitch if a custom game over screen was used.Fixed bank switching getting incorrectly reset to original values after reapplying SA-1 Pack, which makes ROMs larger than 4 MB completely unplayable.Note that I have included some logic to not take in account boss fight levels and levels that has wigglers (Forest of Illusion and Outrageous), since they are not compatible with. Made all levels by default use Sprite Memory Header 0x08, allowing to all original levels have up to 22 sprites on screen.For the effectiveness of this solution, please change all patches to use DMA channel 2 instead of 0 or 1. In addition, DMA channel 0 is now reserved for transfers during game play (outside interrupts), fixing a rare bug on the LZ2/LZ3 decompressor when you decompress a GFX file while the game is running and *just* when the DMA executes, a NMI occurs and the DMA settings end up reseted. Added DMA remap which moves all game DMA logic to channel 2 and Windowing HDMA to channel 1, freeing up channel 7 for custom HDMA.Added the "finish OAM" hook, an extremely useful feature for programmers.Updated programming guide to include details about common routines on SMW and on which processor SA-1 Pack uses (either SNES or SA-1). Thanks goes to p4plus2 for revealing that detail for me. Although NMI/IRQ does not interrupt DMA, HDMAs can actually will DMA get interrupted.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |