Nintendo 1504166 Programming Manual - Page 119

Start Immediately, Start During a V-blanking Interval

Page 119 highlights

AGB Programming Manual DMA Transfer DMA3CNT_H [d14] Interrupt Request Enable Flag Enables an interrupt request to be generated when DMA transfer of the specified word count has been completed. No request is generated with a setting of 0; a request is generated with a setting of 1. DMA3CNT_H [d13 - 12] DMA Startup Timing The timing of the DMA transfer can selected from the following options. Setting 00 01 10 11 DMA Startup Timing Start Immediately Start During a V-blanking Interval Starts at the beginning of a V-blanking interval (approximately 4.993 ms). Start During a H-blanking Interval Starts at the beginning of a H-blanking interval (approximately 16.212 µs). If this accompanies OAM access, the H-blanking interval must first be freed of OBJ display hardware processing periods. (See "5 Image System".) Synchronize with display and start. Synchronize with start of H-Line rendering during a display interval and start. DMA3CNT_H [d11] Game Pak Data Request Transfer Flag Should normally be set to 0. When set to 1, DMA transfer is performed in response to a data request from the Game Pak. [Note] A Game Pak that supports this transfer mode is required in order to use it. In addition, it cannot be used at the same time as a Game Pak interrupt. DMA3CNT_H [d10] DMA Transfer Type Sets the bit length of the transfer data. With a setting of 0, the data are transferred by DMA in 16-bit (half-word) units. With a setting of 1, the data are transferred by DMA in 32-bit (word) units. ©1999 - 2001 Nintendo of America Inc. 119 D.C.N. AGB-06-0001-002B4

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AGB Programming Manual
DMA Transfer
©1999 - 2001 Nintendo of America Inc.
119
D.C.N. AGB-06-0001-002B4
DMA3CNT_H [d14] Interrupt Request Enable Flag
Enables an interrupt request to be generated when DMA transfer of the
specified word count has been completed.
No request is generated with a setting of 0; a request is generated with a
setting of 1.
DMA3CNT_H [d13 - 12] DMA Startup Timing
The timing of the DMA transfer can selected from the following options.
Setting
DMA Startup Timing
00
Start Immediately
01
Start During a V-blanking Interval
Starts at the beginning of a V-blanking interval (approximately
4.993 ms).
10
Start During a H-blanking Interval
Starts at the beginning of a H-blanking interval (approximately
16.212 μs).
If this accompanies OAM access, the H-blanking interval must
first be freed of OBJ display hardware processing periods. (See
“5 Image System”.)
11
Synchronize with display and start.
Synchronize with start of H-Line rendering during a display
interval and start.
DMA3CNT_H [d11] Game Pak Data Request Transfer Flag
Should normally be set to 0.
When set to 1, DMA transfer is performed in response to a data request
from the Game Pak.
[Note]
A Game Pak that supports this transfer mode is required in order to use it.
In addition, it cannot be used at the same time as a Game Pak interrupt.
DMA3CNT_H [d10] DMA Transfer Type
Sets the bit length of the transfer data.
With a setting of 0, the data are transferred by DMA in 16-bit (half-word)
units.
With a setting of 1, the data are transferred by DMA in 32-bit (word)
units.