[stella] How to avoid too many VBlank/Overscan cycles?

Subject: [stella] How to avoid too many VBlank/Overscan cycles?
From: Paul Slocum <paul-stella@xxxxxxxxxxxxxx>
Date: Thu, 03 May 2001 17:17:56 -0500
What tips and tricks do you guys have for making sure you avoid using too many cycles VBlank and Overscan and making the screen jump?

I've been trying to alternate some processing for player 1 and player 2 for each frame so I never do two big things at one (like load a new screen).

I'm thinking that for testing, I'll throw a couple of extra WSYNCs into VBlank and Overscan and try to optimize the code so it still works. Then in the final release, I'll remove the WSYNCs and know that I have a little extra headroom in case a state comes up where extra cycles are used.

I haven't actually tried to count the cycles in my game logic functions. I wonder if that would be worth it?


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