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Hi
I've been working on seibu/toki hardware an wanted to report a few findings.
The board has 2 x 32k bit ram chips that house work ram + palette + tile + sprite data. There are 2 addresses when written to, will trigger dma copies of that data. Not sure where it goes because of all the custom chips on the board,
0x0a0040 - tiles and palette gets copied
0x0a0048 - sprite data gets copied
The game's interrupt handler does the first one every time, while the 2nd only happens if a flag is set
00053E movem.l D0-D7/A0-A7, -(A7) 48E7 FFFF
000542 addq.w #1, $6086a.l 5279 0006 086A
000548 move.w D0, $a0040.l 33C0 000A 0040 <---
00054E nop 4E71
000550 nop 4E71
000552 nop 4E71
000554 nop 4E71
000556 btst #$6, $60025.l 0839 0006 0006 0025
00055E beq $56e 670E
000560 move.w D0, $a0048.l 33C0 000A 0048 <---
000566 nop 4E71
000568 nop 4E71
00056A nop 4E71
00056C nop 4E71
00056E jsr $64c0.l 4EB9 0000 64C0
000574 move.w $60028.l, $a0050.l 33F9 0006 0028 000A 0050
00057E move.w $6002e.l, $a0018.l 33F9 0006 002E 000A 0018
000588 move.w $60030.l, $a0038.l 33F9 0006 0030 000A 0038
...
Additionally I found the hardware supports flip y on sprites. Its bit 1 of the first byte (next to flip x) in the sprite.
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