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1. After a certain no. of frames, check if we have fallen behind 2. If true, skip a frame 3. When we are skipping, all the ppu does is update vblank flags, clear sprite0 and overflow flags, implement the pre-render line clock skipping on odd frames and generate NMIs. It doesn't do X/Y scrolling, or sprite evaluation, or rendering.
I'm thinking it might due to sprite0 hit not being set, so I tried to set sprite hit in the skipped frame in the same scanline/cycle the last frame had. But it's still not working
So my question is, are their any good frame skipping strategies where I don't need to do much work in the ppu but still be accurate enough? Thanks.