TmEE co.(TM) wrote:The problem is that both fields would look into same place for data and when I update things, I will mess up current field. If both flieds use different data, I am in the same position as I am in now.
You're already double buffering, right? That's what you'd have to do to update each field separately, since you'd have to swap buffers for the new field anyway. The only snag is that I don't know if it's possible to programmatically determine whether you're on an upper or lower field. This might not be such an issue unless the user resets the system, at which point you might get swapped fields (because you assume the power-on state but the system was reset on the other field).
This also might make it possible to more easily get 50/60fps, depending on the animation data itself. You could also have elements that are lo-res to save on VRAM transfer if you don't care to stay at 25/30fps (if the data doesn't change between fields, don't upload that tile).
I've been playing around lately and I'm wondering what the real use of interlace mode 1 is - no commercial games use it, and on the homebrew front it's not 100% that a ROM will work in interlace 1 just because it works in non-interlace - if you busywait instead of using Hints, interlace 1 will break you (I have tested this by hacking my First Time Out demo, I just get a solid white background with two lines of text). Perhaps Sega used it internally when making video of games for press purposes? It's technically "illegal" to record noninterlaced video on most videotape formats, and so for making commercials one would require interlaced video.