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must WSYNC be called before HMOVE?


antron

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If you know you'll be on cycle 0, there should be no difference.

 

Also, I'm pretty sure I've seen that HMOVE works fine in the first few cycles of a scan line.  More than ten cycles or so, and you start getting into the wierd stuff that has you seeing stars.

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I've found it also works when you call it a cycle or two early, like on cycle 74 or 75. Not sure why it works, maybe because the actual store will take place after cycle 76/0?

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OK it is stable now, with no WSYNC. But now I realize how nice they were before. Now I have to be aware of all page boundries. One of my two loops needs one extra cycle, and they are identical in cycle counts. WSYNC was cleaning it up for me. Oh well, I guess thats what absolute reads/writes to page one are for.

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HMOVE can be called at any time, but it only has an effect on position during the H-blank period, and it only works as described when called right after a WSYNC. Read this for more info on how HSYNC works:

 

http://www.atarihq.com/danb/files/TIA_HW_Notes.txt

 

  -Bry

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That document is fantastic, and interesting, but a more practical document regarding HMOVE behavior is this one: http://www.biglist.com/lists/stella/archiv...4/msg00198.html

 

Which lists the observed behavior of hitting HMOVE at every cycle during a scanline.

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I decided to write to HMOVE on cycle 3, which is where it would have been had I called it immediately after WSYNC. Works great on the real thing too.

The tightest kernel of my game is now complete. I'll post it for critique as soon as I get it well documented.

Thanks all.

 

edit: now I have changed it to cycle 0. still no problems.

Edited by antron
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