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  • Joined: 07 Apr 2021
  • Posts: 20
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Post Posted: Wed Mar 20, 2024 3:53 pm
sverx wrote
Well, if I understand correctly, the crash doesn't really happen because of bugs but because the score calculation happens to eat too many CPU cycles later on.
In other words, even with all the bugs still present, if one replaces the current code that handles the score with something that performs in a (safe) fixed amount of time - which is totally possible - then the resulting ROM will be still bugged but won't crash.

Am I wrong? :|


Right, that was part of the issue! That delay would cause the interrupt to happen before the code loop is done. If that happens after a jump destination is stored in RAM, but before it's used, the address in RAM gets spoiled, and the program jumps to an unintended address.
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  • Joined: 25 Feb 2006
  • Posts: 874
  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Wed Mar 27, 2024 3:26 pm
A raytracer implemented as a ASIC:
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  • Joined: 23 Jan 2010
  • Posts: 444
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Post Posted: Today at 6:24 pm
i will post 2 videos about pallete/color cycling for animations.


These video pointed for this

Very interesting.
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  • Joined: 09 Jun 2014
  • Posts: 382
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Post Posted: Today at 9:19 pm
I had seen those palette cycling images by the Lucasart guy a long time ago. Completely baffled by them and questioning how on earth that was done.

I'm glad to see this video where he explains how he actually did it. He really took it to the next level, and several levels beyond :).
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