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Hardware Rolling

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Mord

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I'm convinced that the cause of the hardware-rolling is not in the logical section. I swapped out one of the big time-wasting functions in there with something that did the same task in a third of a scanline. I see no change. More importantly however is that according to stella's scanline count/frame, we have it outputting exactly 262 scanlines MOST of the time. Under various conditions which I'm still trying to track down, the scanline count drops, rather than increases, to 261.

 

So.. commented out the 3 demo functions. They alter the player speed, alter the player HP, and move the ball.

 

The screen remains stable while I move around with 2 recreatable exceptions.

 

1. If I try to touch the very bottom of the screen. (I'm guessing I'm generating 1 line too little in that case as it shortcircuits and avoids the AfterPlayer zone. That should be easy to fix.)

 

2. If I try to crash against a wall horizontally, the screen will start rolling so long as I keep trying.

 

Interesting enough it won't start rolling if I try to hit it vertically. Naturally, if I try to hit diagonally it'll roll since it'll see the horizontal collision. But why one line LESS in any of those cases? :| Bottom of the screen I can understand. For the horizontal test though?

 

Perhaps version 0.010 will just be finding the cause of the rolling. :ponder:

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