SCL_DisplayFrame() and SlSynch()

vbt

Staff member
Where is the right place or when do I have to call SCL_DisplayFrame (SlSynch on SGL) ? On many prog it works perfectly but not on SMS Plus for some games (WonderBoy for instance), the Saturn seems to be stuck Ithought I didn't call enough SCL_DisplayFrame so I called it for each SMS frame but it was stuck twice quickly :( Does someone have an idea on that point ?
 
well, just try to use slSynch();

Code:
slSynch();

DisplaySprite(0);

DisplaySprite(1);

DisplaySprite(2);

slSynch();

i hope that helps...
 
I don't want to useSlSynch() ;) Also I'm sure there is a rule on when to call those functions.

- After all pad call ?

- after each frame ?

- never after initialising everything ?

- ...

Antime no idea ?
 
As I understand it, slSynch merely waits until the current frame has been drawn, so call it when you've completed all processing for that frame. SCL_DisplayFrame looks very similar. (SBL comes with sources except for the CD and polygon libraries, I recommend you try to look at them. It's probably much more illuminating than trying to code based only on the documentation.)
 
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