DMA registers: Revision history

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25 February 2024

7 October 2022

29 September 2022

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13 August 2022

5 June 2022

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13 May 2022

  • curprev 17:2517:25, 13 May 2022Fiskbit talk contribs 9,015 bytes +209 Some clarity improvements. (Using n with a range instead of x for registers to make it clear there are 8 unique registers of each type, not 16 and not with any mirroring. Using x for readable unused bit and specifying it's unused, not open bus. Trying to make even more clear that the multi-address unused byte is just one byte at both addresses. Improving the pattern table.)

9 May 2022

  • curprev 15:4915:49, 9 May 2022NovaSquirrel talk contribs 8,806 bytes +116 Add register names to some bit diagrams
  • curprev 04:1804:18, 9 May 2022NovaSquirrel talk contribs 8,690 bytes +8,690 Created page with "The SNES's DMA (Direct Memory Access) unit allows a game to copy graphics, palettes, OAM and more at a much higher speed than the CPU can accomplish alone. This allows a game to make better use of the limited amount of time it has in vblank to change graphical memory. The SNES has two address buses - consisting of the A bus (which contains cartridge ROM, cartridge RAM, and the SNES's RAM) and the B bus (anything in the $2100-$21ff range, including PPU registers..."