Comments (8)
It's a shame really. Those things have been figured out a long time ago ...
Check out this link, it's a generic loop transferring a long per hub cycle in either direction. There is also a counter based version pre-dating this one which - while OK for me - wasn't generally accepted (and sometimes you really don't have a spare counter). Anyway, use (one of) them if you want speed ...
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I apologize for the mess Parallax made during forum transition(s) which is the reason I stopped participating.
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@konimaru Thanks, looks like just the thing I need. Hadn't even gotten around to Googling for a solution yet so thanks for saving me a step! Seems like a solution to this takes up just as much real estate as explicitly setting variables, no matter how you do it.
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Your call. I - obviously - use this in most of my drivers (where applicable). And the setup is only required once. In the end it's really down to timing: it fits or it doesn't :)
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@konimaru True story! I'm definitely riding the assembly-timing learning curve into outer space. I'm actually going to have to do a refactor of my VGA driver to populate a line buffer during the visible porch/sync regions, instead of racing to grab a new tile every time I need it. As-is the driver works fine up to 15 horizontal 16x16 tiles, or 16 horizontal 8x8 tiles. Past that, de-sync.
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Satisfied by commit a2ff0f2
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For the record, I just realised you only wanted a one-off load not something repeating (where speed might be important).
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@konimaru no problem! There's an entirely realistic chance the driver will change in the future to make that necessary, and being aware of the execution-time conscious approach is useful.
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Related Issues (20)
- Integrate stereo/mono pre-amp, RGBS, and coin counter circuits w/ schematics HOT 1
- Fix intermittent start-up video desync HOT 11
- Incorporate header files for constants HOT 1
- Elaborate on Video Part 3/4 Wiki Pages
- Update .io pages w/ Wiki info
- Refactor TX/RX handshake to encapsulate by modules HOT 1
- Implement sprite sizing HOT 16
- Implement horizontal fine pixel tile scrolling HOT 2
- Implement vertical fine pixel tile scrolling HOT 3
- Implement tile map scroll wrapping HOT 1
- Render cycle count improvements HOT 29
- Determine EEPROM Writing Solution HOT 8
- Optimize cog-hub scanline buffer transfer HOT 3
- Random stutter when scrolling HOT 1
- Replace sprite vertical wrapping magic number HOT 1
- Broken JAMMA links in wiki/README HOT 1
- Implement parallax scrolling HOT 6
- Implement full-featured gfx sys demo
- Fix CPU/GPU restart order bug HOT 1
- Implement GPU bank switching
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