plan9fox/sys
Michael Forney e502abe001 games/gb: various HDMA fixes
H-blank DMA should only transfer 16 bytes per h-blank, rather than
waiting for the first h-blank and then transferring the whole size.

HDMAC should read 0xff when the transfer is finished, and 0 in the
high bit when the transfer is ongoing. Also, if 0 is written in the
high bit, the current transfer should be aborted.

Introduce two flags, DMAREADY and DMAHBLANK rather than special
constants 1 and -1. If dma is non-zero, there is an ongoing DMA. If
DMAREADY is set, the next chunk is ready to transfer.

Reference: https://gbdev.io/pandocs/#ff55-hdma5-cgb-mode-only-new-dma-length-mode-start

Tested with pokemon crystal.

What was happening is that when the game was loading N background tiles
into vram (each 16 bytes, so one per h-blank), it did something like
this:
- start an hdma transfer for N+1 tiles
- after the Nth tile is transferred, it would read HDMA5, clear the
high bit, then write it back to abort the transfer.

games/gb would instead transfer all N+1 tiles at once, overwriting one
extra tile with whatever was 1 past the end of the source array, and
then would interpret the cancel request as the start of a new transfer
of 16 bytes, which would copy an additional tile past the end. The end
result is that every transfer would end up copying N+2 tiles instead
of just N, overwriting certain tiles with whatever was after the end
of the source data.
2021-02-08 04:58:41 +01:00
..
doc
games/lib fortunes: SATAN 2021-02-02 12:51:22 +01:00
include ape/libm: implement log2 in libc 2021-01-30 09:19:57 -08:00
lib dpost prologue: update /radicalex to fix square displacement (thanks umbraticus and Ethan) 2021-01-17 14:02:17 +01:00
man test: fix expression parser 2021-02-06 15:51:09 +10:30
src games/gb: various HDMA fixes 2021-02-08 04:58:41 +01:00