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Tip: Create a fair "difficulty curve" - that is, start off easy and then get gradually more difficult as the hack progresses.
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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