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From: mwm@pa.dec.com (Mike (My Watch Has Windows) Meyer)
Subject: Re: Mouse blanking
In-Reply-To: dillon@overload.Berkeley.CA.US's message of 8 May 91 19:50:19 GMT
Message-ID: <MWM.91May9101418@raven.pa.dec.com>
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References: <9107@crash.cts.com> <MWM.91May7113724@raven.pa.dec.com>
	<dillon.7443@overload.Berkeley.CA.US>
Date: 9 May 91 10:14:18
Lines: 22

In article <dillon.7443@overload.Berkeley.CA.US> dillon@overload.Berkeley.CA.US (Matthew Dillon) writes:
       solution:	After turning off sprite DMA, write a 0 to the DMA
		   data registers for the sprite(s).

		   OFF_SPRITE;
		   custom.spr[0].dataa=0;	/*  sprite0 DMA     */
		   custom.spr[0].datab=0;	/*  data register   */

       Though I just realized that I should go through all the other sprite's
       DMA data registers too instead of just sprite 0.

This seems to be backwards - you've left a window where the dma could
be turned off with non-zero sprite data.  Shouldn't you zero the
sprite data, _THEN_ turn off sprite DMA?

	Thanx,
	<mike
--
Cheeseburger in paradise				Mike Meyer
Making the best of every virtue and vice		mwm@pa.dec.com
Worth every damn bit of sacrifice			decwrl!mwm
To get a cheeseburger in paradise
