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shadowgangsLe 12/11/2023 à 13:47
I am very happy.
I changed the way I scroll to now use the sticky bit, and also to exploit the rolling of the sprites at 512 pixels boundary smile (on both X and Y)
So hopefully, the main issue that it seems from my tests was mainly lots of data being written to Vram, and some cpu processing while doing so, is fixed. Will need to test to make sure.

( This reminds me of MsDos days, I made a game and I did use double buffering and needed to send the data to the framebuffer as fast as possible, after vblank, and no processing done while doing so. Used rep movesd for that for
that on x86 assembly)

I was wondering is it possible to write tile data while on active display? (probably not, just asking as it would be convenient if possible)
I would like to write tile data on active display, and on vblank set the positions.
Probably a no no, just asking.

Thank you for your help guys;