Quick update. Didn't really have the time to spare to work on Xevious tonight, but I did anyway,
I have optimised the scrolling in the 2 cases where it scrolls down by 1 pixel (map row boundaries being the 2nd case) - ie. 99.99% of the time. I didn't get to test the final version on the AES yet, but I have tested an earlier version which wasn't quite right. It looks right on MAME, and I'm hoping that it is.
The remaining case, where the scroll register changes by an arbitrary amount (used when changing attract screens and starting areas), probably doesn't require any optimisation, but while I'm working on scrolling I will improve it a little anyway.
That will just leave the sprite optimisation before I go back and audit the transcode and fix the remaining gameplay bugs.
UPDATE: I've just checked the latest build on the AES - looks like I've fixed the scrolling and it's about as smooth as it's going to get. Still have a lot of sparklies on the screen, but that could easily be caused by my sprites which are yet to be optimised. I just need to round out the 3rd case for arbitrary positioning of the scroll register first...
UPDATE: An optimisation that I think will finally get rid of the 'sparkles' on the title screen when running on the AES... checking that the scroll reigster has actually changed before doing any scroll updates! A few minor optimisations in the calcs and branches, but I've actually broken it a little more. Hopefully next session I can sort it and scrolling will be done!
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