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WIP Vulcano 1k Minigame - Feedback needed


Heaven/TQA

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You could try omitting the STA WSYNC in the DLI... just do the vector setup first, maybe 1 or 2 NOPs and it might delay enough to make the colour transition invisible.

 

Maybe try running the game as a kernal, get rid of the DLIs completely... would save the setup cost, plus eliminate all the register saves.

Just base everything on VCOUNT. Might have to disable IRQs though, since key activity could cause jitter.

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i am just over the DLI... i loose a lot of CPU time and memory there...

 

i am sure this can be optimised and done more clever... ;)

 

;**** rasterinterrupt for the main game screen

dli1 pha

txa

pha

tya

pha

ldy #8

lda interlace ;check for interlace and delay one scanline

bne dli_loop

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

dli_loop lda var1

tax

add #$f0

sta var1

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta wsync

sta $d01a

stx wsync

stx $d01a

sta wsync

sta $d01a

dey

bne dli_loop

mva #$a8 wsync

sta $d01a

sta start_kernel

pla

tay

pla

tax

pla

rti

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Have some z-page locations at the ready as counters and just have a loop:

 

WAIT1 sta wsync

dec zcount1

bne WAIT1

 

Have a subroutine which does groups of 4 wsyncs?

 

Or a subroutine that waits using VCOUNT ($D40B)... but that would be dependant on having a register spare at the time.

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