Limit address of sprites in oamInitGfxAttr(...)?

Démarré par faeldaniel, 31 Octobre 2014 à 19:22:56

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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?


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 ...


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
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


oamSet(0,  hero.x, hero.y, 0, 0, 0, sprTiles16px[0], 0);

oamSet(4,  friend1.x, friend1.y, 0, 0, 0, sprTiles16px[16], 0);

oamSet(8,  friend2.x, friend2.y, 0, 0, 0, sprTiles16px[32], 0);

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

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

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

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

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);


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.


Oh yes is one limit, I have an idea how to solve the problem, thanks  :D