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Old 05 April 2022, 23:18   #41
mc6809e
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Quote:
Originally Posted by phx View Post
That's new to me. Is there any reason you shouldn't read a normal read-only register, which fulfills the same purpose as another read-only register, just for the delay?
I like his idea. Seems to be the most efficient way. No wasted cycles or cache space. Does exactly what it needs to do.


Is there ever a problem reading dff000?

Last edited by mc6809e; 06 April 2022 at 00:36.
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Old 08 April 2022, 23:15   #42
DanielAllsopp
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A quick update for you all I think

Everything is working as expected now... in that:

1. Regardless of the emulated or real system I run on now, everything looks and runs exactly the same. No flickering, no artefacts, everything blitting correctly, music plays fine.

2. Fast RAM issues resolved so the text output is correct now

I've basically refactored the double-buffering system, which was sort of backwards now I think about it, and now it makes more sense. Rendering the scene then swapping buffers and then updating the biplane pointers. It was a bit of a mess.

Oh, I've also reduced my screen size down to the same as the arcade (256x240) so I can continue to use my 8 sprites with a faster FMODE (now 2x instead of 4x). The speed decrease is negligible so I'm happy with that, and I now understand how those different FMODE settings work!

256 width? Not ideal, and not what I wanted to do but at least it's arcade accurate still.

So, lots learned, lots fixed, which means I can put that little episode behind me! Massive thanks to you all again; I'd truly would have given up by now if you fine folks weren't around to help!

Have a great weekend!
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