i've played undeadline on a plain msx2. When there are a large number of sprites on screen (not only when the 8 / row sprite limit is reached) the game slow-down.
I cannot understand why writing 128+512 bytes on the worst case could slowdown the game.
Plus on the turboR the slowdown should not be more noticeable? outs to vdp are more slow...
I think there is a bad coding, and it's not a question of VRAM input/output the main reason of the slowness
or i'm wrong?
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