
Got the MMC3 interrupts in now, so it is bankswitching every 8 lines now. Wish there was a better way to handle them though, right now I need to burn 165 PPU cycles to delay the bankswitching until the end of the scanline. Obviously graphics are still incorrect here, looks like I have some invalid data in my lookup tables.
I expect to be able to blast the playfield nametable from the buffer into PPU memory within 2 vblank periods.
It will use bankswitching to animate the mice moving to the next square, for all possibilities of mice travelling in all directions. Of course, the walls stop certain possibilities. Arrows and rockets will be sprites.
Should be silky smooth at 60FPS once it's working.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!