> Generally what makes them devious is that all of their custom chips are *extremely* > flexible.
I can only imagine how long you stared at those tilemaps before realizing how that chip was laid out (great work)! I have noticed that if you're expecting something really weird, you can find these things more easily though. I'd imagine you're at that point with this Konamii stuff (thus your comments when working on Lethal Enforcers). Heh, I'm really looking forward to seeing what they do with their custom 3d chips ...
> In this case, you're best off just defining each of the ranges (6000-6fff, 7000-7fff, > 8000-fbff) as a READ32_HANDLER/WRITE32_HANDLER and auto_malloc()'ing the necessary > RAM space.
Well shiver me' timbers - I had no idea you could just do it like that! Seriously, up until I read what you wrote, I've been severely mistaken about how you need to register memory in an ADDRESS_MAP. I've always figured the only way to write to a piece of memory in a memory handler is having a BASE for it. I've also thought the only way to bank is by using the banking functions... I dunno why, there are tons of examples right in front of me that tell me otherwise, I just haven't paid enough attention. I was *really* getting confused when trying to figure out how to make a memory handler for a piece of banked, shared memory
Anyways, thanks Arbee. Everything works in the banking without the old hacks now...
Andrew
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