Auteur Sujet: Limit address of sprites in oamInitGfxAttr(...)?  (Lu 3767 fois)

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Hors ligne faeldaniel

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Limit address of sprites in oamInitGfxAttr(...)?
« le: 31 octobre 2014 à 19:22:56 »
I am put all graphics in VRAM with DMA Copy, the size of address of Sprites I am just using:
void oamInitGfxAttr(0x0000, OBJ_SIZE8);
Because i can only use  Sprites from address 0x0000 to 0x1FF0 (size 0x1FF0?) in gfxoffset? I need using between 0x0000 to 0x2FF0 for the Sprites, but the sprites is not operate from 0x2000, is one limit?
« Modifié: 31 octobre 2014 à 19:54:57 par faeldaniel »

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Re : Limit address of sprites in oamInitGfxAttr(...)?
« Réponse #1 le: 31 octobre 2014 à 21:11:24 »
The limit is only regarding all the graphics you are using. 2000h is not a limit, it is perhaps because you are using 2000h for something else like map, tile and so on ...
Also, by the way, I think I remember that sprites are 8k align, so it is perhaps a limit. Please post a part of your code and I will try to test with no$sns ...

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Re : Limit address of sprites in oamInitGfxAttr(...)?
« Réponse #2 le: 01 novembre 2014 à 02:31:40 »
I booked address 0x0000 to 0x2FF0 only sprites, maps and tiles i am using from 0x3000, I believe you quoted as being a limit. But lets go, the code is not otmized.


//Oh yes is big array, but is only for tests, in the future i go reduce this :)
unsigned short sprTiles16px[300] = {0,2,4,6,8,10,12,14,32,34,36,38,40,42,44,46,64,66,68,70,72,74,76,78,96,98,100,102,104,106,108,110,128,130,132,134,136,138,140,142,160,162,164,166,168,170,172,174,192,194,196,198,200,202,204,206,224,226,228,230,232,234,236,238,256,258,260,262,264,266,268,270,288,290,292,294,296,298,300,302,320,322,324,326,328,330,332,334,352,354,356,358,360,362,364,366,384,386,388,390,392,394,396,398,416,418,420,422,424,426,428,430,448,450,452,454,456,458,460,462,480,482,484,486,488,490,492,494,512,514,516,518,520,522,524,526,544,546,548,550,552,554,556,558,576,578,580,582,584,586,588,590,608,610,612,614,616,618,620,622,640,642,644,646,648,650,652,654,672,674,676,678,680,682,684,686,704,706,708,710,712,714,716,718,736,738,740,742,744,746,748,750,768,770,772,774,776,778,780,782,800,802,804,806,808,810,812,814,832,834,836,838,840,842,844,846,864,866,868,870,872,874,876,878,896,898,900,902,904,906,908,910,928,930,932,934,936,938,940,942,960,962,964,966,968,970,972,974,992,994,996,998,1000,1002,1004,1006,1024,1026,1028,1030,1032,1034,1036,1038,1056,1058,1060,1062,1064,1066,1068,1070,1088,1090,1092,1094,1096,1098,1100,1102,1120,1122,1124,1126,1128,1130,1132,1134,1152,1154,1156,1158,1160,1162,1164,1166,1184,1186,1188,1190};

//Custom oamInitGfxAttr, my sprites having 16X32 (see Val 6 in table Sprite sizes http://www.portabledev.com/wiki/doku.php?id=sprites_en)
REG_OBSEL = (6<<5) | (0x0000 >> 13);

//Copy the heros graphics for vram with dma, this point using 0x0000 to 0xC000
WaitForVBlank(); dmaCopyVram(&tileSourceHeros, 0x0000, &tileSourceHerosEnd-&tileSourceHeros);

//Copy the heros palette for vram with dma
dmaCopyCGram(&paletteEntryHeros, (128+0*16), 32);

//Copy the civis graphics for vram with dma, this point using 0xC000 to 0x2000
WaitForVBlank(); dmaCopyVram(&tileSourceCivis, 0xC000 , &tileSourceCivisEnd - &tileSourceCivis);

//Copy the civis palette for vram with dma
dmaCopyCGram(&paletteEntryCivis, (128+1*16), 32);

//Copy the objs graphics for vram with dma, this point using 0x2000 to 0x3000
WaitForVBlank(); dmaCopyVram(&tileSourceObjs, 0x2000, &tileSourceObjsEnd - &tileSourceObjs);

//Copy the objs palette for vram with dma
dmaCopyCGram(&paletteEntryObjs, (128+2*16), 32);


/*Table offset

   Offset              Sprite             Addres Real
   0                     Hero               0x0000
   16                   Friend1           0x0400
   32                   Friend2           0x0800
   48                   Civil1              0x0C00
   64                   Civil2              0x1000
   80                   Civil3              0x1400
   96                   Civil4              0x1800
   112                 Civil5              0x1C00
   128                 OBJ1              0x2000 //Dont working
   144                 OBJ2              0x2400 //Dont working
   160                 OBJ3              0x2800 //Dont working
   176                 OBJ4              0x2C00 //Dont working



*/

//0x0000
oamSetEx(0, OBJ_SMALL, OBJ_SHOW);
oamSet(0,  hero.x, hero.y, 0, 0, 0, sprTiles16px[0], 0);

//0x0400
oamSetEx(4, OBJ_SMALL, OBJ_SHOW);
oamSet(4,  friend1.x, friend1.y, 0, 0, 0, sprTiles16px[16], 0);

//0x0800
oamSetEx(8, OBJ_SMALL, OBJ_SHOW);
oamSet(8,  friend2.x, friend2.y, 0, 0, 0, sprTiles16px[32], 0);

//0x0C00
oamSetEx(12, OBJ_SMALL, OBJ_SHOW);
oamSet(12,  civil1.x, civil1.y, 0, 0, 0, sprTiles16px[48], 1);

//0x1000
oamSetEx(16, OBJ_SMALL, OBJ_SHOW);
oamSet(16,  civil2.x, civil2.y, 0, 0, 0, sprTiles16px[64], 1);

//0x1400
oamSetEx(20, OBJ_SMALL, OBJ_SHOW);
oamSet(20,  civil3.x, civil3.y, 0, 0, 0, sprTiles16px[80], 1);

//0x1800
oamSetEx(24, OBJ_SMALL, OBJ_SHOW);
oamSet(24,  civil4.x, civil4.y, 0, 0, 0, sprTiles16px[96], 1);

//0x1C00
oamSetEx(28, OBJ_SMALL, OBJ_SHOW);
oamSet(28,  civil5.x, civil5.y, 0, 0, 0, sprTiles16px[112], 1);

//0x2000 - Dont working
oamSetEx(32, OBJ_SMALL, OBJ_SHOW);
oamSet(32,  obj1.x, obj1.y, 0, 0, 0, sprTiles16px[128], 2);

//0x2400 - Dont working
oamSetEx(36, OBJ_SMALL, OBJ_SHOW);
oamSet(36,  obj2.x, obj2.y, 0, 0, 0, sprTiles16px[144], 2);

//0x2800 - Dont working
oamSetEx(40, OBJ_SMALL, OBJ_SHOW);
oamSet(40,  obj3.x, obj3.y, 0, 0, 0, sprTiles16px[160], 2);

//0x2C00 - Dont working
oamSetEx(44, OBJ_SMALL, OBJ_SHOW);
oamSet(44,  obj4.x, obj4.y, 0, 0, 0, sprTiles16px[176], 2);


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Re : Limit address of sprites in oamInitGfxAttr(...)?
« Réponse #3 le: 03 novembre 2014 à 19:33:59 »
ok, will check.
But perhaps the limit is more regarding the alignement of memory for sprites. Will try to find an explanantion in no$sns documentaiton.

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Re : Limit address of sprites in oamInitGfxAttr(...)?
« Réponse #4 le: 04 novembre 2014 à 14:36:11 »
Oh yes is one limit, I have an idea how to solve the problem, thanks  :D