Thread: Copper HALT
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Old 06 February 2018, 08:30   #2
meynaf
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Join Date: Nov 2007
Location: Lyon / France
Age: 51
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Quote:
Originally Posted by ross View Post
I'm patching an old game to make it fully system compliant and found some strange copper behaviour.

After the LoadView(NULL) i used AddIntServer(VBL) to setup my first copper list.. but do not have worked properly.
So after investiganting i've found that COPJMP2 is set to execute a 'void' copper list.
Setting COPJMP2 to some bogus address, huh ? Totally unimportant if main coplist just touches COP2LC and doesn't actually trigger COPJMP2.


Quote:
Originally Posted by ross View Post
I was expecting total garbage on screen but nothing.. screen clean.
Screen clean because number of bitplanes is set to zero, probably.
Have you checked this in main coplist ?


Quote:
Originally Posted by ross View Post
I remembered reading something about the copper that stops in some situation and writing to "dangerous register" (with COPCON zeroed) is one of these.
Are you sure it actually stops and doesn't just ignore the writes ?


Quote:
Originally Posted by ross View Post
But what amazed me is that it is used by the system!
So is it considered a feature? or is it just a huge bug?

It doesn't need to. Simple CEND is enough. I see no reason why the system would do something really not clever like this.

Did you verify that :
- copper DMA is activated
- screen bitplane DMA is activated
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