I've been reviewing this SNES document...
[removed link to Nintendo's official manual - admin]
And, I have a few questions, mostly because this seems to be an official document, but it seems to differ from other sources.
1.It warns not to set a Sprite X to $100 (-256), maybe something about a 'time over' error that hasn't been resolved. I don't remember reading this warning anywhere else. Is this accurate?
2. It recommends this at start...
And says CPU speed is automatically increased when accessing the 80+ banks. Is that right?
3. It said something about VRAM having $8000 words, but a potential $10000 (iirc). Is there such a thing as expansion VRAM?
4. It said that if you don't reset the NMI flag inside NMI, it can retrigger? And it you don't reset some flag after forced blank, it could immediately enter NMI after turning on rendering. Right? And also, disabling and reenabling NMI might immediately trigger an old NMI if flag isn't reset?
5. Should I have an IRQ and NMI handler inside every bank?
6. Does anyone use the WRAM registers, or is that just for DMA transfers to WRAM?
7. If you set DMA to not increment, can you blank RAM with DMA, by continually writting the same byte (0)?
8. Is the CPU completely occupied with a DMA, or is it free to do other things?
9. Is there any tools for pixel editing in 256 color mode?
10. Multiply/Divide...do you need to wait to get the result? I remember reading that somewhere.
11. If you disable controller reads, then reenable, it says it takes a while for new controller reads to start working. How long?
12. It says many games set BG Y scroll to -1, to align to Sprites. Right? Like NES, they appear 1 pixel low?
13. Am I right to assume that the SNES doesn't care about the header?
14. Don't use screen math in mode 5-6? Another warning I've never seen before, with no explanation.
15. It says that you can do pixel perfect raster effects, with H/V counters? I've never seen any examples.
16. 2132 fixed color math. It says in the SFC wiki write once, but then their example shows multiple writes. (?)
http://wiki.superfamicom.org/snes/show/Registers
17. Anyone know what Offset-per-tile mode is?
I think that's enough for now.
[removed link to Nintendo's official manual - admin]
And, I have a few questions, mostly because this seems to be an official document, but it seems to differ from other sources.
1.It warns not to set a Sprite X to $100 (-256), maybe something about a 'time over' error that hasn't been resolved. I don't remember reading this warning anywhere else. Is this accurate?
2. It recommends this at start...
Code:
Sei
Clc
Xce
Jmp long to 80+ bank (faster)
Clc
Xce
Jmp long to 80+ bank (faster)
And says CPU speed is automatically increased when accessing the 80+ banks. Is that right?
3. It said something about VRAM having $8000 words, but a potential $10000 (iirc). Is there such a thing as expansion VRAM?
4. It said that if you don't reset the NMI flag inside NMI, it can retrigger? And it you don't reset some flag after forced blank, it could immediately enter NMI after turning on rendering. Right? And also, disabling and reenabling NMI might immediately trigger an old NMI if flag isn't reset?
5. Should I have an IRQ and NMI handler inside every bank?
6. Does anyone use the WRAM registers, or is that just for DMA transfers to WRAM?
7. If you set DMA to not increment, can you blank RAM with DMA, by continually writting the same byte (0)?
8. Is the CPU completely occupied with a DMA, or is it free to do other things?
9. Is there any tools for pixel editing in 256 color mode?
10. Multiply/Divide...do you need to wait to get the result? I remember reading that somewhere.
11. If you disable controller reads, then reenable, it says it takes a while for new controller reads to start working. How long?
12. It says many games set BG Y scroll to -1, to align to Sprites. Right? Like NES, they appear 1 pixel low?
13. Am I right to assume that the SNES doesn't care about the header?
14. Don't use screen math in mode 5-6? Another warning I've never seen before, with no explanation.
15. It says that you can do pixel perfect raster effects, with H/V counters? I've never seen any examples.
16. 2132 fixed color math. It says in the SFC wiki write once, but then their example shows multiple writes. (?)
http://wiki.superfamicom.org/snes/show/Registers
17. Anyone know what Offset-per-tile mode is?
I think that's enough for now.