Uploaded September 2023 | Updated September 2026, 2 weeks ago
Knock on wood! After some work (rewriting some blocks of code, changing out some things, tweaking some values, etc.) it seems as if the occasional scan line issue is fixed. After some work the fix was a result of a combination of things.
Before the bird punching there was an occasional jump. When I added the punching it was more frequent. I rewrote the punching code simplifying it greatly. That helped but did not work completely. I added additional drawscreens. That also helped. They were less frequent. The nail in the coffin (again, knock on wood) was a collision check. That seemed to do it. Unless I blinked, I did not see a jump in scanlines.
This recording also fixed a couple other things. By chance I came across a post by JetSetIlly regarding audio for SECAM. Between their comment and one by Karl G, I had realized that I was doing some audio code in not the best way. After a couple tweaks I fixed the crackling issue.
There was also an issue where sometimes a single line on the bottom of the toolbox would sometimes be offset, and would have the same number of copies as the sprite below. I assume this is some kind of timing issue in the kernel where it redraws the sprite and since the sprites are rather close (but not too close to flicker) they would offset. I tried some different sprite designs but simply made the sprite one line shorter. It seemed to work.
I also added where the balloons disappear as they get to the top of the screen and reduce the time they make noise when they escape.
Very happy with all of the results.
Now I am testing my latest changes to see if there needs to be any other fixes or add ons.
Knock on wood! After some work (rewriting some blocks of code, changing out some things, tweaking some values, etc.) it seems as if the occasional scan line issue is fixed. After some work the fix was a result of a combination of things.
Before the bird punching there was an occasional jump. When I added the punching it was more frequent. I rewrote the punching code simplifying it greatly. That helped but did not work completely. I added additional drawscreens. That also helped. They were less frequent. The nail in the coffin (again, knock on wood) was a collision check. That seemed to do it. Unless I blinked, I did not see a jump in scanlines.
This recording also fixed a couple other things. By chance I came across a post by JetSetIlly regarding audio for SECAM. Between their comment and one by Karl G, I had realized that I was doing some audio code in not the best way. After a couple tweaks I fixed the crackling issue.
There was also an issue where sometimes a single line on the bottom of the toolbox would sometimes be offset, and would have the same number of copies as the sprite below. I assume this is some kind of timing issue in the kernel where it redraws the sprite and since the sprites are rather close (but not too close to flicker) they would offset. I tried some different sprite designs but simply made the sprite one line shorter. It seemed to work.
I also added where the balloons disappear as they get to the top of the screen and reduce the time they make noise when they escape.
Very happy with all of the results.
Now I am testing my latest changes to see if there needs to be any other fixes or add ons.




