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Chaotic Grill - Rough analysis notes for Sprite Flicker Management timing


splendidnut

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Recently, I was looking into improving the sprite flicker management of Chaotic Grill.  I took the following notes to give myself a general idea of the timing of this routine/process (6507 code).  This is just a list of timestamps and some basic notes / calculations for handling 5 sprites.  Overall, this is probably not that useful without the code or more context, but it might be interesting to some people.

 

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Start on cycle 768 (scanline 10, cycle 29)

768 - Start of call
812 - Start sort initialization at cycle
842 - Start of sort
1022 - Done with sort
1038 - Call find split function
1130 - Done with finding split (2 sprites at top)
1216 - noSprite1:
1240 - SavePlayerMetaDPC
1385 - jump doneLoadZone1
1423 - SaveMetaDPC_split
1567 - done with SaveMetaDPC_split
1654 - loadSpriteGraphics
1668 - loadSprite0Graphics
1748 - done with loadSprite0Graphics
1764 - loadSprite1Graphics
1844 - done with loadSprite1Graphics
1910 - done with PrepPepper
1923 - DONE


1923 - 768 = 1155 =  ~15 scanlines for the entire thing

1022 - 842 = 180 = ~2.5 scanlines for sorting 5 sprites

——

Basic breakdown
1130 - 768 = 362 = ~4.7 scanlines for all prep work (sort + find split)
1654 - 1130 = 524 = ~6.9 scanlines for prepping mid-screen sprites
1923 - 1654 = 269 = ~3.5 scanlines for loading first two sprites

Outside of prep work, it takes approximately 2 scanlines per sprite.

 

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