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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Release: HDMA package 1 | |
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Sukasa

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From: *Shrug*

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Posted on 08-24-05 12:25 AM Link | Quote
Very impressive. I just use hdmamainv2.bin and hdmasubv2.bin since they do the job for me. I figure though that you may be able to reduce that to 2 channels, by using write mode... I can't remember the number, but it was 2-reg write twice. For me default is one reg write twice. I use hdmamain and palasm since beyond the initial setup, I only have to link the ASM I put in, and can therefore concentrate on the ASM I'm adding.
d4s

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Posted on 08-24-05 01:56 AM Link | Quote
Originally posted by Sukasa
Very impressive. I just use hdmamainv2.bin and hdmasubv2.bin since they do the job for me. I figure though that you may be able to reduce that to 2 channels, by using write mode... I can't remember the number, but it was 2-reg write twice. For me default is one reg write twice. I use hdmamain and palasm since beyond the initial setup, I only have to link the ASM I put in, and can therefore concentrate on the ASM I'm adding.


whats the point in using only 2 channels?
there are 8 channels, reserve one for regular dma transfers and youre still left with a whopping 7 channels.
besides, i dont statically assign hdma channels.
my code dynamically checks wich channels are free each frame and picks one for each transfer, thats why i dont have to worry which are used by smw.
i honestly dont think palasm or the other readily available solutions have the features nor the speed and efficiency to meet my demands.

you are right, theres a transfer mode that can do 4 regs write once, but
thatd mean that youd always have to maintain 4 complete lists for each bg 1 and 2 scroll register, because 4 channels write once mode can only write to registers in sequential order.
thatd be stupid.

the real problem here is that you dont have unlimited processing power because the 65816 is slow and smw uses up most of the available cycles per frame.
my first setup looked like this:
2 tables(bg1 and 2) with 224 entries each, updated every frame using tight loops in fastrom mode.
it made the game run in slowmotion, maybe 1/3 of the usual speed.
now, each table has 112 entries and is updated every second frame.



(edited by d4s on 08-23-05 05:04 PM)
Sukasa

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From: *Shrug*

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Posted on 08-24-05 01:59 AM Link | Quote
I keep forgetting your code doesn't have the limitations I'm used to. with BMF's, only 2 channels are safely usable, so it's prefereable to keep the channel number low.

If I could make a suggestion, perhaps your code could also be released, sicne it is apparently much mroe powerful and flexible.
AsukaFan2K6
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Posted on 08-24-05 02:06 AM Link | Quote
Excellent job putting ripple effects in the water, d4s!

Can you make an animated GIF version?
d4s

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Posted on 08-24-05 02:14 AM Link | Quote
Originally posted by Sukasa
I keep forgetting your code doesn't have the limitations I'm used to. with BMF's, only 2 channels are safely usable, so it's prefereable to keep the channel number low.

If I could make a suggestion, perhaps your code could also be released, sicne it is apparently much mroe powerful and flexible.


yeah, i think im gonna do that.
even someone who doesnt know jackshit about hdma could still use the installed preset effects and assign them to the levels.
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