early partial DMA of OAM during init, shows up as a broken up UI before
authorJohn Tsiombikas <nuclear@member.fsf.org>
Wed, 26 Oct 2022 21:29:30 +0000 (00:29 +0300)
committerJohn 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

index 2703795..383ea9d 100644 (file)
@@ -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
         */