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| Anvil msx user Berichten: 36 | Geplaatst: 22 Augustus 2006, 14:15   | I lot of Konami and Taito games copy the sprite attribute table during vblank. But it depends on how you code your game. All Konami and Taito games I've disassembled are interrupt based, so they copy the sattr table from ram to vram during vblank.
If your code is not interrupt-based (no HKEYI hook or $0038 hook), you'll probably run into sync problems anyway. A fine example is Boulder Dash; there are no sprite but the screen flickers due to not using interrupt-based code. Esp. the intro screen is a mess.
| | ARTRAG msx master Berichten: 1592 | Geplaatst: 22 Augustus 2006, 15:23   | This is the case where you need two SATs
You write SAT1 at the speed you can (you can use how many vblank you need) while SAT2 is displayed,
When the code has finished working on SAT1, you wait for vblank and you swap the two SAT's during vblank.
Now you work on SATA2 and display SAT1 and so on...
You get no flikering and no need hook your main loop to vblank
The only side effect is that times by times the game can have a variable framerate,
but this is a problem of your code that sometimes could need more that one vblank
to complete the SAT updating.
This is only a matter of code optimization now
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