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problems with dma
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Pages: « 1 »
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,


Jiggles!
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...
Jiggles the Catgirl!Stranded
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Hmmm it looks correct, let me look at the TUT some more.

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Kawaii !!


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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