I'm working on an in-between waves debris-dodging sequence in my game, but it is going pas the number of available cycles in overscan. I know that vertical scrolling is "expensive", but it doesn't seem like it is doing enough else to explain why I'm using so many cycles. I have pulled out the relevant code into a simplified example. Any thoughts on why this is happening, or ways to achieve the same effect without using so many cycles? Thanks in advance for any advice!
vert.bas 1.38KB 17 downloads
vert.bas.bin 8KB 23 downloads