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DPC+ sprite flickering for no good reason near bottom of screen


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Here's a program that was compiled in 2016:

 

ex_maze_dpc.bin

 

 

And here is the same program compiled today with weird flickering:

 

ex_maze_dpc_2024y_09m_25d_2053t.bin

 

Notice how the "enemy" sprite flickers on the bottom row of the maze. Does anyone know why the sprite flickers now and not in 2016?

 

I'm using version bB-1.7-win-x64.

 

Thanks.

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I never solved the flicker issues in my scrolling pinball game.  But, I feel these things helped:

 

When initializing your game place sprites off screen AND at least 3 pixels above or below eachother.

 

Different kernels, playfield configurations and mini kernels seem to effect where flicker and clipping get triggered.  Every project I manually experiment until I find the last position top and bottom sprites are solid.

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28 minutes ago, Gemintronic said:

I never solved the flicker issues in my scrolling pinball game.  But, I feel these things helped:

 

When initializing your game place sprites off screen AND at least 3 pixels above or below each other.

 

Different kernels, playfield configurations and mini kernels seem to effect where flicker and clipping get triggered.  Every project I manually experiment until I find the last position top and bottom sprites are solid.

 

Thanks. I just tried "set dpcspritemax 1" to see what would happen and that got rid of the flicker, but that was just a test. I looked at the code again to see if I could find something I did wrong and there was something wrong. For some goofy-ass reason, I had this in the code:

 

   player1x = (15*4)+16 : player1y = (19*8)+1
   player2x = player1x : player2y = player1y
   player3x = player1x : player3y = player1y
   player4x = player1x : player4y = player1y

 

I don't know if it was left over from some experiment or what, but getting rid of that other crap made the flickering go away. Now I just have this in the code:

 

   player1x = (15*4)+16 : player1y = (19*8)+1

 

I have no idea why I had that other stuff there. Maybe I was experimenting with 4 ghosts and it used too many cycles or something and I forgot to delete everything that needed to be deleted.

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