https://www.youtube.com/watch?v=oqkaphJdSPE
This is my first try on a V-Blank Sync'ed game. Here 60 fps (NTSC).
The color borders are a well known method to give a measure of the time running each piece of the code
Yellow: Blit sprite attribute table, from a RAM buffer (128 bytes);
Blue: Blit all of names table, again from a RAM buffer (768 bytes);
Green: loop through bottom third of names table buffer, adjusting tiles to the next pre-calculated scrolled tile when other than black, at each 8 pixels rotate tiles, and load new column at right border;
Purple: idle time: here will be placed all game logic
The green code is taking much time and will be repalced by an entire new strategy.
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