Re: Mockups of games from other platforms
Posted: Tue Apr 21, 2015 8:52 pm
A large number of games use single-screen mirroring, or simulate single-screen mirroring through duplicate writes (unnecessary on the MMC5 since it legitimately supports single-screen mirroring), to achieve 8-way scrolling, with or without status bar. If your main in-game view uses single-screen mirroring, then your tilemap is 1:1 with the exgfx memory. How is that a pain in the ass?tokumaru wrote:That would be a pain in the ass, if the mirroring interfered with the scrolling system. I'd much rather not change the mirroring and just wrap ExRAM updates around.Drag wrote:even if CV3 doesn't, you could switch into single-screen mirroring when you activate the extended graphics mode
To my knowledge, no. Our current documentation states that exgfx ram access is limited only when exgfx is enabled. Put it in "plain ram" mode and you should hypothetically be able to access it in vblank.Has enough testing been done to confirm that this works?I still see no reason why you couldn't switch exgfx off, update exgfx, and switch exgfx back on if you wanted to update exgfx in vblank rather than during rendering.
The MMC5's exgfx is actually more straightforward than the PPU's regular attribute tables, given that you have 1 byte per tile, and you don't have to access it through $2006/2007. Think about what you have to do to update one 16x16 attribute region on the vanilla PPU, and then tell me the MMC5 is harder.beginners already get confused enough with pattern, name and attribute tables, so yeah, I think they'd find it harder.