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DMA channel usage in SMW
From SnesLab
This is a list of all the uses for DMA/HDMA channels in SMW and what they are used for.
For DMA channels, the channel corresponds to a bit of $420B. For HDMA channels, the channel corresponds to a bit of $0D9F, which is SMW's mirror for $420C, the register used for HDMA on the SNES.
- Channel 0:
- (DMA) Used for transferring data from the OAM mirror RAM ($0200) to the actual OAM address.
- Channel 1:
- (DMA) Used for uploading Layer 3 tilemap data.
- (DMA) Used for uploading Layer 1 tilemap data on the overworld (?).
- Channel 2:
- (DMA) Used for uploading the background palette to CGRAM.
- (DMA) Used to upload data to SP4 in some special levels (?).
- (DMA) Used for uploading the player graphics.
- (DMA) Used for uploading other dynamic tiles in SP1 (?).
- Channel 3:
- Not used in SMW. This channel is commonly used for custom HDMA effects.
- Channel 4:
- Not used in SMW. This channel is commonly used for custom HDMA effects.
- Channel 5:
- (HDMA) Used during the ending enemy presentation, and that seems to be its only use in SMW. This channel is commonly used for custom HDMA effects.
- Channel 6:
- (HDMA) Used during the ending enemy presentation, and that seems to be its only use in SMW.
- Channel 7:
- (HDMA) Used for the level end windowing circle.
- (HDMA) used for the windowing HDMA that the dark room spotlight creates.
- (HDMA) Used during the ending enemy presentation.