Comments (7)
Original comment by Stephane.D
on 25 May 2012 at 8:36
- Changed state: Started
from sgdk.
Done.
Original comment by Stephane.D
on 26 May 2012 at 12:02
- Changed state: Fixed
from sgdk.
Need to modify both methods to not use the basic getSubTick() and getTick()
method ans use passive wait loop instead that we won't care about V-Int
callback stuff and even be able to have more accurate wait.
Original comment by Stephane.D
on 26 May 2012 at 12:55
- Changed state: Accepted
from sgdk.
[deleted comment]
from sgdk.
[deleted comment]
from sgdk.
Almost done, still need accurate timings.
Original comment by Stephane.D
on 17 Dec 2012 at 1:17
- Changed state: Started
from sgdk.
Assume now is ok.
Original comment by Stephane.D
on 26 May 2014 at 10:41
- Changed state: Done
from sgdk.
Related Issues (20)
- Heavy dependence on non-reproducible artifacts
- Rescomp freeze for some sprite resource in compilation time HOT 2
- Optimization idea for rescomp HOT 2
- Rescomp could detect duplicate frames in case of same sprite sheet with different colors HOT 2
- Projects fail to build with C23 HOT 1
- SPR_getAnimationDone is delayed and flickering HOT 8
- SGDK is not running on Mega Drive / Sega Genesis HOT 4
- issues in Docker HOT 1
- Question about bank switching HOT 3
- How can we cut sprites?
- Problems with XGM_StartPlayPCM function HOT 4
- ROM larger than it should be, links unneeded symbols from libmd.a HOT 4
- GDK not working properly despite following the installation step by step. HOT 1
- Every sound driver is always linked in
- Wrong JOY_getJoypadType(JOY_2) result HOT 5
- XGM2 6650 support HOT 1
- Possible XGM2 bug HOT 2
- flash-save sample report HW error on BlastEm HOT 16
- new GCC performances trouble HOT 1
- Standalone ZGM player? HOT 1
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