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Old 08 June 2017, 18:16   #32
zero
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Join Date: Jun 2016
Location: UK
Posts: 428
dlfrsilver, you are hopelessly confused. You are arguing about things you seem to agree with me on.

Quote:
Originally Posted by dlfrsilver View Post
The Arcade code is building on startup the 3 tilemap layers, setting the color hardware registers, etc etc.
What do you mean "building"?

Quote:
There is no "hop, i trigger the DMA and hop i print on screen".
That's exactly what happens. Every scanline the graphics hardware uses DMA to fetch tile and sprite data, and then draws the scanline pixel by pixel as the video signal is being generated.

If there is any kind of cache bitmap for the scanline, it must be internal to the graphics hardware and certainly is not memory mapped in the main CPS memory space.
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