
Yes I started with basic 2D sinus effects then I saw your cube rolling at decent fps which gived hopes !
Thanks for this fantastic SDK !!!
Moderator: Stef
Yeah i know about this (unreleased) game =) this is the bonus part if i remember correctly... It is really impressive so far and i would like to do something similar... in better (if that's possible) :pShiru wrote:This has already been done long ago.
Interrupt driven callbacks should NEVER use delays (other than small CPU loops for something like reading controllers) as you want to handle the event and exit using as little time as possible.Stef wrote:Ah yeah i forgot to fix that problem... for the moment you can't call these methods from your V interrupt callback else you lock the program :-/Moon-Watcher wrote:Me againI'm having some issues using timer functions. Seems waitMs() and waitTick() completly hangs execution in SGDK 0.91
I was thinking about a "in_vintcallback" flag, the SR test is a good idea too but not 100% reliable as now user can set it manually (for instance if you want to do direct VDP command from main loop, you want to avoid V Interrupt callback which generally modify vdp state).Chilly Willy wrote:Check the current int level in sr and exit immediately instead of waiting.Stef wrote:Indeed you should avoid that but i think i will add something to at least avoid the dead lock
Okay, how about this -Stef wrote:I was thinking about a "in_vintcallback" flag, the SR test is a good idea too but not 100% reliable as now user can set it manually (for instance if you want to do direct VDP command from main loop, you want to avoid V Interrupt callback which generally modify vdp state).Chilly Willy wrote:Check the current int level in sr and exit immediately instead of waiting.Stef wrote:Indeed you should avoid that but i think i will add something to at least avoid the dead lock