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VDP debuggers are one frame ahead of the actual game

Open Brainulator9 opened this issue 1 year ago • 2 comments

An example, from Sonic Classic Heroes (note that this was taken from the demo mode, as the game crashes upon reaching the main menu): image Note that the shield graphics in the sprite viewers do not match what's on-screen. Also, the timer is a frame ahead.

While I first noticed this with the sprite debuggers, the VRAM, CRAM, Plane A, Plane B, and Window Plane debuggers have this problem too. I have no idea if non-VDP debuggers are affected.

Brainulator9 avatar Feb 24 '24 02:02 Brainulator9

I imagine this has to do with the screen being drawn before Vertical Interrupt but the debuggers only being updated after Vertical Interrupt. In hindsight, perhaps the debuggers (and the frontend in general) should update after the final scan-line is drawn instead.

Clownacy avatar Dec 18 '24 01:12 Clownacy

Whatever works (and doesn't compromise playability nor accuracy).

Brainulator9 avatar Dec 19 '24 00:12 Brainulator9