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Less ROM available with multisprite kernel bankswitching?


jrok

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I noticed in a project that I've been working there were 2535 less bytes of ROM available for sprite data with a bankswitched multisprite kernel than there were with a bankswitched standard kernel. Can anyone explain what this ROM is allocated for? Is it code in the vblank used for the multi-sprite flicker? And does the amount ROM used vary depending on the program, or is it a "flat fee" specific to the multisprite kernel?

 

Thanks,

J

Edited by jrok
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