Because of limited VDP2 RAM and limited cycle patterns, you can't display 2 arbitrary (!) fullscreen image scrolls (8bit palette) at the same time.
But you can use the sprite gpu VDP1 to display a scroll, too. Each tile becomes a sprite. This makes 1200 sprites with 640x480 (if I'm correct), so quite a lot.
I did that, my screen resolution is double interlace, I guess (640x480) and I think the display problem you see below must have something to do with that (and possibly with the high number of sprites, too).
left: vdp2, right: vdp1
[attachmentid=1833]
Note that the text not displayed on the right is a priority bug in yabause. On Saturn when turning on vdp1 rendering, the bottom half of screen flickers, being almost completely black.
I remember when using double interlace with vdp1, you have to precisely meet the framerate, because vdp2 reads from both framebuffers for one image. (or something like that)
Any help?
But you can use the sprite gpu VDP1 to display a scroll, too. Each tile becomes a sprite. This makes 1200 sprites with 640x480 (if I'm correct), so quite a lot.
I did that, my screen resolution is double interlace, I guess (640x480) and I think the display problem you see below must have something to do with that (and possibly with the high number of sprites, too).
left: vdp2, right: vdp1
[attachmentid=1833]
Note that the text not displayed on the right is a priority bug in yabause. On Saturn when turning on vdp1 rendering, the bottom half of screen flickers, being almost completely black.
I remember when using double interlace with vdp1, you have to precisely meet the framerate, because vdp2 reads from both framebuffers for one image. (or something like that)
Any help?