Newsgroups: comp.sys.amiga.programmer Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!wuarchive!sdd.hp.com!decwrl!pa.dec.com!bacchus!mwm 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: Sender: news@pa.dec.com (News) Organization: Missionaria Phonibalonica References: <9107@crash.cts.com> Date: 9 May 91 10:14:18 Lines: 22 In article 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,