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- Joined: 06 Sep 2015
- Posts: 268
- Location: United States
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Palette going wacko
Posted: Tue Jan 16, 2024 10:34 pm
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So I am working on a 256KB Game Gear game and I think the problem (with me knowing next to nothing) is that stuff past bank 7 has a screwed-up palette that I didn't put in there. Is there something special that I have to do in order to make a game past 128KB? I say this because I'm working on a game, and levels 9 and 10 (which are stored past bank 7) have the incorrect palettes.
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- Site Admin
- Joined: 19 Oct 1999
- Posts: 14769
- Location: London
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Posted: Wed Jan 17, 2024 7:11 am
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No, there is nothing special about the higher banks.
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- Joined: 29 Mar 2012
- Posts: 891
- Location: Spain
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Posted: Wed Jan 17, 2024 11:34 am
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Maybe it's more a problem of your workflow, and the palette information is not stored in the right banks?
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- Joined: 06 Sep 2015
- Posts: 268
- Location: United States
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Posted: Wed Jan 17, 2024 1:06 pm
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I think I fixed it by removing some code that changes one color of the palette to black. I don't know why having that in would change every color of both pallets to just seemingly random values.
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- Joined: 06 Mar 2022
- Posts: 689
- Location: London, UK
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Posted: Wed Jan 17, 2024 1:36 pm
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Gamegearguy wrote I think I fixed it by removing some code that changes one color of the palette to black. I don't know why having that in would change every color of both pallets to just seemingly random values.
Is there any chance that code was being called from an interrupt? If so, it might have executed midway through some other VDP data transfer, causing the remainder of the data to be sent to the palette instead of VRAM.
Just an idea!
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- Joined: 05 Sep 2013
- Posts: 3869
- Location: Stockholm, Sweden
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Posted: Wed Jan 17, 2024 3:24 pm
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yes, as willbritton said it really sounds like some code is pushing data to CRAM when the data was meant for VRAM.
The debugger in Emulicious can detect if this happens.
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