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    In Depth Tutorial: Porting DMAs

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    Re: In Depth Tutorial: Porting DMAs

    When the code is activated, it will jump to 00505858 and add 00000A60, to get to the target. 00505858+00000A60=005062B8
    and then employ the data FFFFFFFF
    that part is wrong. You don't add the offset to the 505858

    this is how it works. 00505858 is an address, and it's value is a 'j' or a jump, so it jumps to a different area. So you are in a game, an you go to 505858, and you see...

    0x00505858 0x09a9c68

    09a9c68 is in real addressing. Subtract 08800000 from it, and you get

    0129c68

    That is where 505858 jumps to. You add your offset to that address, and you are at your code. The address that it jumps to changes, that's why it is DMA.

    Hope that helped.


    P.S. This means that the way you did this most likely wrong, if you want further info/help on making a new tutorial, just pm me.
    Last edited by Scal24; 09-05-2009 at 08:35 PM.

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