OK. I've talked about this a few times in an IRC room and such, but I'll go full-detail here:
I've been using an NSF made with Famitracker in my game and whenever I perform a routine that is supposed to hold the BG in place, it can cause flickering on the screen similar to when I wasn't waiting for a vblank when switching screens. It ONLY happens if I make that call. I do have music playing in some parts where I don't make the call and the only animation that takes place are palette changes to fade in and such.
Now, I used the Clu Clu Land NSF just to play around with and it not only works without fail or bugs, but much to my surprise, the SOUND EFFECTS also work AND they don't interrupt the music (the sound channels are briefly used, but the looping music keeps going).
So I'm thinking there's something about the load addresses possibly or that NSF is optimized in some way. Clu Clu's addresses are around the $F--- range while the Famitracker ones are in the A to B range.
So, any thoughts on if my guesses are accurate?
I've been using an NSF made with Famitracker in my game and whenever I perform a routine that is supposed to hold the BG in place, it can cause flickering on the screen similar to when I wasn't waiting for a vblank when switching screens. It ONLY happens if I make that call. I do have music playing in some parts where I don't make the call and the only animation that takes place are palette changes to fade in and such.
Now, I used the Clu Clu Land NSF just to play around with and it not only works without fail or bugs, but much to my surprise, the SOUND EFFECTS also work AND they don't interrupt the music (the sound channels are briefly used, but the looping music keeps going).
So I'm thinking there's something about the load addresses possibly or that NSF is optimized in some way. Clu Clu's addresses are around the $F--- range while the Famitracker ones are in the A to B range.
So, any thoughts on if my guesses are accurate?