Mercurial > repos > blastem
view sf2_vram_map.txt @ 1374:8f404b1fa572
Go back to resetting the refresh counter after a DMA. Probably not quite correct as it is probably reset on VDP triggered refresh, but this is close enough for now given the general limitations with my refresh code. VDP FIFO Testing seems to be passing 100% reliably again (was occassionally failing still with the last commit)
author | Michael Pavone <pavone@retrodev.com> |
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date | Tue, 23 May 2017 23:47:40 -0700 |
parents | b231162c8fdd |
children |
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0000: single color blocks 0200: Random symbols???? 0400-0C00: Font 0C00-0E??: Score font 0E??: Player name displays 2000-3000: floor (mostly, some garbage around 2800 and 2A00) 3000-6C00: background 6C00-8000: not graphics 8000-~8A00: bat/bird sprites, special attack text 8A00-9000: ????? 9000-9200: More special attack text 9200-9600: another font 9800-AA00: special attack effects? AC00-B000: ???? B000-B500: character sprite ???? C000-C500: chracter sprite D000-DA00: window name table DA00-DC00: Sprite attribute table DC00-E000: horizontal scroll data E000-????: plane A&B name table C500-FFFF: not graphics VDP Registers: Mode 00 - 14 01 - 64 Scroll A Name Table Address: E000 02 - 38 Window Name Table Address: D000 03 - 34 Scroll B Name Table Address: E000 04 - 07 Sprite Attribute Table Address: DA00 05 - 6D 06 - 00 Backdrop color - 0 07 - 00 08 - 00 09 - 00 HINT Counter 0A - AF Mode - Full screen vertical scroll, line horizontal scroll, external ints disabled, 32 cell display, no interlacing 0B - 03 0C - 00 H Scroll Data Address: DC00 0D - 37 0E - 00 Auto increment 0F - 02 Scroll Size 10 - 11 Window H Pos 11 - 00 Window V Pos 12 - 05 DMA transfer length 13 - 00 14 - 00 DMA source address and mode 15 - DB 16 - CF 17 - 7F