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problems with dma
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This is my first attempt with DMA. I want to load 16 colors into the palette, starting at color 80, but I can't get it to work. It does absolutly nothing... Can anyone tell me what's wrong with my code?

Code
pha
php

lda #$80		;color nr to start
sta $2121

stz $4300		;normal dma

lda #$22		;destination, cgram write
sta $4301

rep #$20                ;16bit
lda pal		        ;source adress
sta $4302
sep #$20                ;8bit

lda #$1a		;source bank
sta $4304 

rep #$20                ;16bit
lda #$0032		;ammount of bytes to transfer
sta $4305
sep #$20                ;8bit

lda #$01		;use channel 0
sta $420b

plp
pla
rts

pal:
dw $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF, $FFFF,

Last edited on 2007-09-09 10:34:26 AM by ghettoyouth.
Huh? I don't quite get it. I stumbled on this but it looks fine to me... except it looks like it dose something with the source bank...
Hmmm it looks correct, let me look at the TUT some more.
Are you sure the game don't just restore Mario pallete during NMI? try use the debugger to see if your transfer get done<_<
Originally posted by Bio
Are you sure the game don't just restore Mario pallete during NMI? try use the debugger to see if your transfer get done<_<


Code
DMA[2]: write Mode: 0 0x00B2C8->0x2122 Bytes: 20 (inc) V-Line:235 CGRAM: 86 (0)


Looks like it. A portion of it, anyway..
I tried to give the intro logo 16 colors, but meh... f*ck it. Thanks anyways ^_^
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