now when i want to draw verticaly, the vram engine inside the game recognizes my attempt to change the increment mode of $2000ppu to (8... 84..) #$8C.
It changes and i am able to see the tiles in-game instantnly drawn vertically. However, when it is complete, i will get this millisecond white flash.
My question is, am i writing too much to the vram with the ppu rendering on? Or am i missing additional code to stop that flashing from happening?
Here is the tile data that is loaded, it includes the high/low NT address, the incremet mode with number of tiles, and the tiles.
Code: Select all
206484 00 00 00 00
206584 00 00 00 00
206784 00 00 00 00
206884 00 00 00 00
206A84 00 00 00 00
206B84 00 00 00 00 FF (FF signifies the end of the reading tile data)
This is the code within the vram engine that changes the bits to $2000ppu for 32+ increments
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01:FE61: A5 FF LDA $FF = #$88
01:FE63: 09 04 ORA #$04
01:FE65: B0 02 BCS $FE69
01:FE67: 29 FB AND #$FB
01:FE69: 8D 00 20 STA $2000 = #$8C
Code: Select all
01:C083: AD 02 20 LDA $2002 = #$00
01:C086: A5 FF LDA $FF = #$8C
01:C088: 29 F8 AND #$F8
01:C08A: 8D 00 20 STA $2000 = #$88
01:C08D: 85 FF STA $FF = #$88
Any help would be greatly appreciated! I wanted to do as much troubleshooting on my own as I could before posting here, but ive wasted too much time, and need help. Thanks!