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Lower Border Problem Sorted
Posted by: Bod/STAX Jun,04.2012-10:41 

Last night I thought I have a damn good go at fixing this, what I would call 'trivial bug' border problem in my game.

It seems the only way I could stop the border from flickering is to do things the following way:

Set an interrrupt using the method in Evil's source code to set the status display palette, change video counter etc. (this interrupt is stable) but before doing anything do a 'ST BLIT_FLAG' and don't switch the blitter on at the end of the interrupt. I then set a second interrupt to remove the lower border (again using Evil's method) and then after the 60/50 switch do an 'SF BLIT_FLAG' and turn the blitter back on.

The 'BLIT_WAIT" loop now looks like this:

LOOP: TST.B BLIT_WAIT
BNE.S LOOP
TAS.B $FFFFF8A3C.W
BMI.S LOOP

Doing things this way means I loose 8 scanlines if the blitter is in operation during the interrupt but I loose 0 scanlines if software routines are being used. Swings and roundabouts I suppose - I'll just have to put up with losing those scanlines during blitter operations, but at least I get a stable border routine. :)







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Topic Posted by  Date 
Lower Border Problem Sorted Bod/STAX Jun,04.2012-10:41
  Re: Lower Border Problem Sorted ggn Jun,06.2012-09:39
    Re: Lower Border Problem Sorted Bod/STAX Jun,07.2012-21:14
      Re: Lower Border Problem Sorted nativ Jun,07.2012-22:17


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