It took two full days to improve the code, solve very unexpected bugs and implement important features.
I optimized the code so much that some resources using DMA (Direct Memory Access) needed to be changed to use CPU, and others needed to use the DMA_QUEUE method, which inserts the data in a buffer that is processed at each vblank.
When we break the 4Mb barrier I recompiled SGDK enabling the bank switch, and the instabilities nightmares haunted me again and I felt some drops in performance.
For now, we disabled the bank switch flag in SGDK and keep it as was.
Well, Mortal Kombat Trilogy was a great achievement for the Mega Drive and uses 8Mb without a bank switch too, but if you play it in a cartridge format, it obliges you to disconnect SEGA CD and 32x if you have it, as it uses the same memory space that any expansion use.
MAYBE, just maybe, our Final Fight Ultimate go the same way as the MKT, using up to 8Mb without bank switching.
In short, all this delayed the upload of a full gameplay video of round 1, but I hope this week this can be done.
Feel free to ask anything!
Mauro Xavier
2022-06-21 10:01:05 +0000 UTCFM
2022-06-21 09:19:08 +0000 UTCMauro Xavier
2022-06-20 21:06:15 +0000 UTCFM
2022-06-20 18:14:46 +0000 UTCLucas M.
2022-06-20 17:37:58 +0000 UTCMauro Xavier
2022-06-20 16:33:27 +0000 UTCLucas M.
2022-06-20 16:27:44 +0000 UTC