What happens when all which occurs within the interrupt exceeds the frame period?

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By norakomi

Paragon (1123)

Аватар пользователя norakomi

07-08-2005, 19:18

This way, you won't have to write to VRAM during the VBLANK period. You can neatly update all your coordinates in VRAM, without this being visible, and when VBLANK comes, all you'll have to do is update the pointers, ..Im a bit slow....
But Now I get it............
So far I have been using a sprite table in RAM, and at VBLANK I wrote this to VRAM......
I'll guess that writing to VRAM DIRECTLY instead of writing to my table in RAM is
a smarter idea, and yes, in that case it's better to do this with 2 tables.

I get it, thanx for the tip. (you know I have been making an overview/a plan of the whole game), and have not been actively programming for a little month now,
because I noticed that I kept re-writing and re-writing routines, due to the fact that I kept finding ways to update and speedup those routines....

just like the fact that Im looking for good ways do deal with spritecollision, background/foreground collision, what to put where on which interrupt etc etc......

so, thanx again, and I'll keep gathering more and more of these useful tips before I continue with the actual programming......

(I'm hoping to find a way to make a change to Sjasm or Triasm soon as well......
...... this because Wbass2... well, I need not say more Smile

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