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Because the player sprite is drawn in the mainline code it is not tied to VBLANK and as such flickers.
The original code drew the player sprite in an interrupt routine interentry(), which was controlled by dontupdatedizzy flag.
When dontupdatedizzy was 0 (enable), it would call updatedizzy().
The text was updated successfully, but these errors were encountered:
In my implementation of the updatedizzy() function I did have a waitvsync() call, however this doesn't have the desired effect.
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picosonic
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Because the player sprite is drawn in the mainline code it is not tied to VBLANK and as such flickers.
The original code drew the player sprite in an interrupt routine interentry(), which was controlled by dontupdatedizzy flag.
When dontupdatedizzy was 0 (enable), it would call updatedizzy().
The text was updated successfully, but these errors were encountered: