{"action":"created","issue":{"url":"https://api.github.com/repos/alekmaul/pvsneslib/issues/11","repository_url":"https://api.github.com/repos/alekmaul/pvsneslib","labels_url":"https://api.github.com/repos/alekmaul/pvsneslib/issues/11/labels{/name}","comments_url":"https://api.github.com/repos/alekmaul/pvsneslib/issues/11/comments","events_url":"https://api.github.com/repos/alekmaul/pvsneslib/issues/11/events","html_url":"https://github.com/alekmaul/pvsneslib/issues/11","id":358647195,"node_id":"MDU6SXNzdWUzNTg2NDcxOTU=","number":11,"title":"scrolling background","user":{"login":"odelot","id":5109774,"node_id":"MDQ6VXNlcjUxMDk3NzQ=","avatar_url":"https://avatars2.githubusercontent.com/u/5109774?v=4","gravatar_id":"","url":"https://api.github.com/users/odelot","html_url":"https://github.com/odelot","followers_url":"https://api.github.com/users/odelot/followers","following_url":"https://api.github.com/users/odelot/following{/other_user}","gists_url":"https://api.github.com/users/odelot/gists{/gist_id}","starred_url":"https://api.github.com/users/odelot/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/odelot/subscriptions","organizations_url":"https://api.github.com/users/odelot/orgs","repos_url":"https://api.github.com/users/odelot/repos","events_url":"https://api.github.com/users/odelot/events{/privacy}","received_events_url":"https://api.github.com/users/odelot/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":5,"created_at":"2018-09-10T14:24:17Z","updated_at":"2018-09-18T04:58:43Z","closed_at":null,"author_association":"NONE","body":"Hi! Nice work you have done! congrats.\r\n\r\nI am porting SoR2 from Genesis to study how to make a beat n up.  I already saw that I can't copy more than 10 lines of background without wait for another vblank when scrolling. That's why the mario game just have a 16 line background right?\r\n\r\nIs this limitation caused by the use of C instead assembly? \r\n\r\nI noticed that DMA is very fast, the problem is that we cannot use DMA to load the second screen in just one call, we have to make 32 call for each line becuase of how the map is organized. \r\n\r\nWell, I am thinking about load 2 screens in the memory (2 x 256 of wide) and stream the rest when parts of the backgound are not visible.  Is this the way to go?\r\n\r\nThank you again for your work (sorry for post this question here, I tried the forum but it is blocked for new registers)"},"comment":{"url":"https://api.github.com/repos/alekmaul/pvsneslib/issues/comments/422255498","html_url":"https://github.com/alekmaul/pvsneslib/issues/11#issuecomment-422255498","issue_url":"https://api.github.com/repos/alekmaul/pvsneslib/issues/11","id":422255498,"node_id":"MDEyOklzc3VlQ29tbWVudDQyMjI1NTQ5OA==","user":{"login":"odelot","id":5109774,"node_id":"MDQ6VXNlcjUxMDk3NzQ=","avatar_url":"https://avatars2.githubusercontent.com/u/5109774?v=4","gravatar_id":"","url":"https://api.github.com/users/odelot","html_url":"https://github.com/odelot","followers_url":"https://api.github.com/users/odelot/followers","following_url":"https://api.github.com/users/odelot/following{/other_user}","gists_url":"https://api.github.com/users/odelot/gists{/gist_id}","starred_url":"https://api.github.com/users/odelot/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/odelot/subscriptions","organizations_url":"https://api.github.com/users/odelot/orgs","repos_url":"https://api.github.com/users/odelot/repos","events_url":"https://api.github.com/users/odelot/events{/privacy}","received_events_url":"https://api.github.com/users/odelot/received_events","type":"User","site_admin":false},"created_at":"2018-09-18T04:58:43Z","updated_at":"2018-09-18T04:58:43Z","author_association":"NONE","body":"hahaha I celebrated too soon. I noticed I was refreshing the character sprites with oamInitGfxSet that waits for vblank. If in the future I put some opponents and use the same function, I would have a lot of waits for vblank to draw a single frame. \r\n\r\nNow I am using dmaCopyVram to update this as well. Strange is that if I put this code inside the function called by the vblank interruption (together with oamUpdate) the sprite becomes to blink.\r\n\r\nwell, next step is load two opponents and see if it is still possible to keep a decent frame rate.\r\n\r\nI think I will try nesdev forum to share my experience. "}}
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