Obviously, attempting to cram in some potential scrolling functionality into an engine not set up for it has proved to be a bit of a trial. But so far so good.
I went to add a sprite 0 hit to maintain the hud at the top of the screen. It's an easy enough concept, I get it. I had to add in a few caveats for the engine, so that it only does sprite 0 check if a flag is ticked, and tick and untick that, but other than that, everything seems like it should work.
And it *is* working, except the draw is getting corrupted. Where there should be a HUD, it seems to be overwritten with some junk graphic data (which remains static, as expected, while the level scrolls). It's absolutely the wait for the sprite 0 hit that is causing the issue, and I checked to see if I was gobbling up too much NMI time, but that doesn't seem to be the problem. What else might I check here to find what's being corrupted to end up causing this? Any thoughts, just based on what is described?
Thanks!
I went to add a sprite 0 hit to maintain the hud at the top of the screen. It's an easy enough concept, I get it. I had to add in a few caveats for the engine, so that it only does sprite 0 check if a flag is ticked, and tick and untick that, but other than that, everything seems like it should work.
And it *is* working, except the draw is getting corrupted. Where there should be a HUD, it seems to be overwritten with some junk graphic data (which remains static, as expected, while the level scrolls). It's absolutely the wait for the sprite 0 hit that is causing the issue, and I checked to see if I was gobbling up too much NMI time, but that doesn't seem to be the problem. What else might I check here to find what's being corrupted to end up causing this? Any thoughts, just based on what is described?
Thanks!