Skeetendo

’Cause all games were better on the GBC

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#51 2016-10-17 13:06:53

Crystal_
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From: Spain
Registered: 2012-09-16
Post 403/411
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Re: Mini OW Icons for RED

Blind guess but maybe the time it takes to execute the LoadPartyMonSprite pushes the vram operations in the v-blank interrupt out of the v-blank period.

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#52 2016-10-17 14:16:19

daMoose52
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Registered: 2014-11-14
Post 93/108
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Re: Mini OW Icons for RED

I know there are some groups working on that 255+ project, so I wager they have used the same base code to achieve the minisprites, I would have expected the burr to show up before.
ATM, its not even my full 255 sprites; I made the full file, but have yet to update the file size in the code so it still copies the first 4000 bytes, and then the first 1BXX bytes from Danny's base code. I'm not that far on the Dex and haven't needed to go beyond where I am ATM.

Is it possible to tweak that window open? Or possibly close the processing gap, turn off the LCD per-sprite instead of per the whole function? I'll tinker with moving the enable/disable LCD and see if I can change that up some...


Pokemon: Project Neo A Pokemon hack 15 years in the making...

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#53 2016-10-17 21:40:26

MechanicalPen
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Registered: 2016-06-22
Post 28/28

Re: Mini OW Icons for RED

You could write a thing that tracks indexes on the party menu; you don't really need to reload the tiles into VRAM, just change the order in which you are drawing them. Or try turning off H_AUTOBGTRANSFERENABLED?

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