Stef wrote: ↑Fri Aug 31, 2018 7:35 am
Do you have them in-game and always or only in some situation (level loading / palette fading...) ? If you have them in-game then I think you have some code somewhere writing CRAM and you probably forgot about them (old debug ?). At least the SGDK sprite engine never write it...
Another possible problem is that VInt callback take so much time to process that it return well after the VBlank end and so you colorCyclePressStart(..) method get executed in active area..
You may dig in that, maybe the vint callback take too much time (too much stuff to transfer) so in the end the transfert continue in active period (which is very slow) and the colorCycle method get executed after that. PAL system has much longer VBlank so you can transfer much more data.
Yeah, need to check it. There're a few quite large sprites there and maybe it's because of the animations being at the same time. Is there a way for me to jack into the sgdk vint?
In other news, I got myself a HDMI capture card so I can get some proper footage of the game, here're some:
https://www.youtube.com/watch?v=zquq98TtKhw
There's not that much slow down going on in that video, but I do have some performance problems especially when the wagon goes into flames and it has fired off a lot of bullets. But other than that I'm pleased with the result.
And as mentioned, I've got someone redrawing/reanimating the main character, won't make it into the demo, though,