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early partial DMA of OAM during init, shows up as a broken up UI before
author
John Tsiombikas
<nuclear@member.fsf.org>
Wed, 26 Oct 2022 21:29:30 +0000
(
00:29
+0300)
committer
John Tsiombikas
<nuclear@member.fsf.org>
Wed, 26 Oct 2022 21:29:30 +0000
(
00:29
+0300)
the first frame is done. Stop it.
src/gamescr.c
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diff --git
a/src/gamescr.c
b/src/gamescr.c
index
2703795
..
383ea9d
100644
(file)
--- a/
src/gamescr.c
+++ b/
src/gamescr.c
@@
-119,9
+119,6
@@
static int gamescr_start(void)
spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
dynspr_base = sidx;
- wait_vblank();
- dma_copy32(3, (void*)OAM_ADDR, oam, sidx * 2, 0);
-
num_enemies = total_enemies = 0;
energy = 5;
@@
-361,8
+358,6
@@
static void gamescr_vblank(void)
vblcount++;
- if(!nframes) return;
-
/* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
* DMA them from cartridge easily
*/