Comments (1)
Yep, known issue :) I'm pretty sure this is because of timing issues in the VIC-II emulation. I only recently discovered the VIC-II tests from the VICE emulator (https://vice-emu.pokefinder.org/index.php/Testbench), and they're currently red all over the place.
Some 'suspicions' I have:
- frame might be one rasterline short
- the first rasterline is a special case (I think at least the raster interrupt is one cycle late), this is currently not emulated
- I've seen some strange "variance" in places where the CPU and VIC-II tick should be "stable" synchronized with each other between frames, it almost looks like the "jittering" in the acid-pills demo.
- sprites have various issues where they are switched off when near the screen border (not relevant for the scrolling in this demo though I think)
One debugging strategy is to use the Dear ImGui VIC-II debugging window, enable "debug view", stop execution in the CPU debugger, and use one of the raster-related breakpoints to step near an interesting "area" on the screen.
Currently stepping only works per instruction, not per cycle. In this case cycle-stepping would be really useful.
from chips.
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