gbadev.org forum archive

This is a read-only mirror of the content originally found on forum.gbadev.org (now offline), salvaged from Wayback machine copies. A new forum can be found here.

DS development > OAM locked

#47441 - spunky - Fri Jul 08, 2005 10:11 pm

Aaarrgh, sorry guys, I know this is an old GBA topic somehow..
So here is my problem.
I know OAM is locked while NOT in the VBLANK interval, right?
but whereever I put the updateOAM function it wont affect the memory. (OAM_SUB ).

also weird: it writes the DISABLED state of my initOAM function correctly to the memory ( 00 02 00 00 and so on ), when i kick the init, its pure 0s.
so ONE write works..

the Complex2D example of ndslib works fine and I am really trying hard to keep everything the same way, but just cannot see what might cause it.

Is there any tip you guys have for me? I am using mode0 on the sub and FB on the main, just like in the Complex2D demo..
also I am doing it like this:

moveSprites
waitForVBlank
updateOAM

Thanks so much
Marius

#47449 - spunky - Fri Jul 08, 2005 11:42 pm

my fault : ( didnt fill the OAM copy correctly, I suck
sorry