SonMapEd problem

Discussion in 'Discussion and Q&A Archive' started by Ashuro, Mar 18, 2015.

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  1. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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  2. DanielHall

    DanielHall Well-Known Member Member

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    Looks like a VRAM problem to me. You might be using too many tiles for that frame, mainly because you're not using the appropriate sprites (those box things) to stop transparent tiles from being written into Sonic's tiles, which wastes VRAM.
     
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  3. warr1or2

    warr1or2 I AM CLG Member

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  4. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    thank you, i'll try this issues.
     
  5. MarkeyJester

    MarkeyJester ♡ ! Member

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    ^ The guide for extending the sprite map and art limit only deals with mapping and PLC reading, this is unrelated...

    ----------------------------------------

    Sonic's art transferring is hard-coded and limited.

    If you want to extend the allocation space in VRAM for Sonic's art (more space for Sonic's art), inside the main source (sonic1.asm) you will find this:

    move.l #$94019370,(a5)
    move.l #$96E49500,(a5)
    move.w #$977F,(a5)
    move.w #$7000,(a5)
    move.w #$83,($FFFFF640).w
    move.w ($FFFFF640).w,(a5)
    move.b #0,($FFFFF767).wSeveral times over (more than once) repeated, it's the 94019370 that you want, 94019370, -> 0170 x 2 = 02E0 / 20 = 17 tiles.
    17 tiles is Sonic's limit.  If you wish to make it larger for example, 1 extra tile, then:

    18 x 20 = 0300 / 2 = 0180.  94019380:

    move.l #$94019380,(a5)
    move.l #$96E49500,(a5)
    move.w #$977F,(a5)
    move.w #$7000,(a5)
    move.w #$83,($FFFFF640).w
    move.w ($FFFFF640).w,(a5)
    move.b #0,($FFFFF767).wThis code is inside the source MORE THAN ONCE, so you may need to change all of the ones that have 94019370
    You must also be careful however, your limit is based on how much 68k RAM is available for Sonic's sprites, but you should be able to extend it enough for the sprite you have. You may also want to be careful with the points art that comes out of the badniks when you destroy them, as they are in VRAM directly after Sonic.

    If you are using the Git/SVN disassembly, then I cannot help you as I do not know the macro name, though I am certain someone else may post the answer.
     
  6. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    ok, i've try the "extending the sprite map and art limit" issue, but it's not good.
    The DMA queue give me a HORRIBLE result.

    Okay Markey, i will try this!
    I'm using HIvebrain 2005 :)

     
     
  7. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Thank you Markey, it's work perfectly!
     
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