djcouchycouch wrote:I think I only really need to use less than half the Window memory since it only needs to go down to as far as the 28th row. So even if the plane size is set to be 64x64, I'd only need memory for 64x32, (really using 40x28) so 4k. And the current setup uses 2k already, so I'd lose an additional 2k which is 64 tiles?
As a quick test, I tried moving around the memory locations for the sprite table and the hscroll table but it didn't quite work.
I used the same values as from the Sega doc, under VRAM Mapping, 40 tile mode.
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Back to the topic, from what I see with the new values it doesn't quite work. I'm writing all over the H Scroll table so the backgrounds are all shifted randomly at every line. Have I forgotten something to set?
DJCC
If you're corrupting the H Scroll data, it means you're still writing to H Scroll table... did you modified SGDK and recompiled it and just overriden default SGDK setting by writing registers after VDP_init() ?
I think your H Scroll table address is not correctly updated for some reasons...
As you can see using the window need to waste a bit of VRAM, as you said, 64x28 cells at least, depending the width of your plan A...
Chilly Willy suggested to locate the Window at same position as Plan A, i though about it but the problem is then you cannot use anymore part of plan A which is used in window, if you use a bottom window then a complete screen of your plan A is not more usable for scrolling :-/