epaell wrote: ↑Tue Sep 24, 2024 3:00 am
OK, so I got my hands on a 74AHCT244 and a 74AHCT04 ... neither really made a difference. ... I just rewrote my code to work on the ASSIST09 system using the interrupt-based updates and that seems to work OK under 16 MHz (4 MHz CPU) system with 32 sprites bouncing around the screen.
Interesting finding. It's really good to know that you found a solution via Interupt derived blanking period updates, and the VDP is now working fine at 4MHz!
I recall that switcing to the 74AHCT244 did help me with a speed? issue that I once saw. As I recall, I was running the CreatiVision Sonic Invader code at 4MHz (instead of 2MHz), and I noticed the explosions (which I just assumed are sprite driven), were sometimes occuring at the left of the screen instead of where they were supposed to be (as though the x position was lost).
I didn't get fully to the bottom of why this was (everything else was displaying fine at 4MHz), but changing to the faster 74AHCT244 definately resolved this particular issue for me. But, I didn't see this as an overly important issue, as I was pushing the CreatiVision system & code at twice its designed speed.
To explore the "why?" further, I'd probably need to take a closer look at the game code to understand the mechanism and timing of the explosions, to begin to understand where timing might be impacting this.
At least, I do know they coded the game cycle based on the VDP frame interrupts, as the game didn't run twice as fast!
Apologies for the slow reply, I seem to have been suffering from the dreaded "man flu" over the last week.