... and thought 'ah, this old argument again...' - but now I've read the rest of it.tomaitheous wrote:To clear up S/H, normal once and for all? I've heard that S/H fits nicely into a 12 bit palette and that S/H just adjust the step increments. But I've also read that idea/method this doesn't display right for all games.
Clearly, S/H mode does indeed basically (almost) double the number of colours, and the 'doesnt display right for all games' thing is just wrong. I tested this way back in the KGen days.
But, on my crappy old TV, through RF no less - it looked like the crossover point from normal to highlight was at 0x888 - and since that made perfect sense, that's what I did. From Hardwaremans posts its clear the crossover point is actually at 0x777. No big deal, but nice to know
TmEE - fix your program so it displays this properly on real hardware please
While I'm here:
Yes, it is. When you write the final word to the VDP that will trigger a DMA, the 68K is *immediately* locked until the DMA completes - even if it was in the middle of a move.l instruction. Surprising, but true. Another thing I documented a long time ago.well, according to the 68k user manual, Bus Access is granted between memory cycles so theorically, this could happen.I really doubt you can freeze the CPU in the middle of instruction. At least you can't interrupt it like this for sure. There is some delay between writing the command and actual DMA start/CPU freeze anyway
but you are right, VDP reaction is not immediate