Hello. Initially making my game, I realized I ran out of VRAM space as it was taken up by all the main character sprite variations (standing, walking, etc.). It only Made sense to have a working copy in WRAM that would be uploaded at VBlank. However, I'm fairly sure I simply ran out of time, as I've noticed, the larger the pool of that data I was trying to copy, the harder my game would lag. DMA exists for OAM, however, no such thing for VRAM (I don't get it, but w/e).
After all my actual game calculations though, I'd go into a loop waiting for VBlank. In that loop, I'd attempt to send data in Mode 0 (Hblank). It seemed the game would run at a fine speed, however, I'd get my sprite to wobble, not collide properly and the screen would sometimes not scroll (which made some sense, since part of the frame on screen was adhering to calculations from the previous frame, whilst the other to the current calculations).
Thus, I got no clue on what to try next. Any tips?? Thanks
After all my actual game calculations though, I'd go into a loop waiting for VBlank. In that loop, I'd attempt to send data in Mode 0 (Hblank). It seemed the game would run at a fine speed, however, I'd get my sprite to wobble, not collide properly and the screen would sometimes not scroll (which made some sense, since part of the frame on screen was adhering to calculations from the previous frame, whilst the other to the current calculations).
Thus, I got no clue on what to try next. Any tips?? Thanks