Synchro - NTSC flicker fix

This commit is contained in:
Pecusx
2025-03-02 10:45:31 +01:00
parent a8bc35eba3
commit 7e59a596ff
3 changed files with 130 additions and 119 deletions
+116 -116
View File
@@ -97,31 +97,31 @@
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
mwa #gamescreen_r_ph2p1 animation_addr
waitRTC
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mwa #gamescreen_r_ph2p2 animation_addr
waitRTC
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mwa #gamescreen_r_ph2p3 animation_addr
waitRTC
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mwa #gamescreen_r_ph2p4 animation_addr
jsr RestoreRedBar
waitRTC
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mwa #gamescreen_r_ph3p1 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p2 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph3p3 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph3p4 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph3p5 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph2p1 animation_addr
waitRTC
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mwa #gamescreen_r_ph1p1 animation_addr
mva #1 LumberjackDir ; right side
rts
@@ -133,31 +133,31 @@ AnimationR2 = AnimationR1
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
mwa #gamescreen_l_ph2p1 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p2 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p3 animation_addr
waitRTC
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mwa #gamescreen_l_ph2p4 animation_addr
jsr RestoreRedBar
waitRTC
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mwa #gamescreen_l_ph3p1 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph3p2 animation_addr
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jsr branches_go_down
mwa #gamescreen_l_ph3p3 animation_addr
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jsr branches_go_down
mwa #gamescreen_l_ph3p4 animation_addr
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jsr branches_go_down
mwa #gamescreen_l_ph3p5 animation_addr
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jsr branches_go_down
mwa #gamescreen_l_ph2p1 animation_addr
waitRTC
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mwa #gamescreen_l_ph1p1 animation_addr
mva #2 LumberjackDir ; left side
rts
@@ -169,31 +169,31 @@ AnimationL2 = AnimationL1
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
mwa #gamescreen_r_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p6 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p7 animation_addr
waitRTC
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mwa #gamescreen_r_ph2p8 animation_addr
jsr RestoreRedBar
waitRTC
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mwa #gamescreen_r_ph3p6 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p2 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph3p3 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p4 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p5 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph2p1 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph1p1 animation_addr
mva #1 LumberjackDir ; right side
rts
@@ -204,31 +204,31 @@ AnimationL2 = AnimationL1
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
mwa #gamescreen_l_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p6 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p7 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p8 animation_addr
jsr RestoreRedBar
waitRTC
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mwa #gamescreen_l_ph3p6 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph3p2 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p3 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p4 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph3p5 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph2p1 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph1p1 animation_addr
mva #2 LumberjackDir ; left side
rts
@@ -239,28 +239,28 @@ AnimationL2 = AnimationL1
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
mwa #gamescreen_r_ph2p1 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p2 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p3 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p4 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_r_ph3p1 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p11 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p12 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p13 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph3p14 animation_addr
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jsr branches_go_down
mwa #gamescreen_r_ph1p1 animation_addr
mva #1 LumberjackDir ; right side (kill)
@@ -273,28 +273,28 @@ AnimationR5 = AnimationR4
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
mwa #gamescreen_l_ph2p1 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p2 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p3 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p4 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_l_ph3p1 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p11 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p12 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph3p13 animation_addr
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jsr branches_go_down
mwa #gamescreen_l_ph3p14 animation_addr
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jsr branches_go_down
mwa #gamescreen_l_ph1p1 animation_addr
mva #2 LumberjackDir ; left side (kill)
@@ -307,28 +307,28 @@ AnimationL5 = AnimationL4
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
mwa #gamescreen_r_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p6 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p7 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p8 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_r_ph3p6 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p11 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p12 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p13 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p14 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph1p1 animation_addr
mva #1 LumberjackDir ; right side (kill)
@@ -340,28 +340,28 @@ AnimationL5 = AnimationL4
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
mwa #gamescreen_l_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p6 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p7 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p8 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_l_ph3p6 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p11 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p12 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p13 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p14 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph1p1 animation_addr
mva #2 LumberjackDir ; left side (kill)
@@ -373,31 +373,31 @@ AnimationL5 = AnimationL4
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
mwa #gamescreen_r_ph2p1 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p2 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p3 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p4 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_r_ph3p1 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p7 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p8 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p9 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p10 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph1p2 animation_addr
mva #1 LumberjackDir ; right side
rts
@@ -409,31 +409,31 @@ AnimationR8 = AnimationR7
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
mwa #gamescreen_l_ph2p1 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p2 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p3 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p4 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_l_ph3p1 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p7 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p8 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p9 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph3p10 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph1p2 animation_addr
mva #2 LumberjackDir ; left side
rts
@@ -445,31 +445,31 @@ AnimationL8 = AnimationL7
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
mwa #gamescreen_r_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p6 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p7 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph2p8 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_r_ph3p6 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p7 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p8 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p9 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_r_ph3p10 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_r_ph1p2 animation_addr
mva #1 LumberjackDir ; right side
rts
@@ -480,31 +480,31 @@ AnimationL8 = AnimationL7
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
mwa #gamescreen_l_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p6 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p7 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph2p8 animation_addr
jsr RestoreRedBar
waitRTC
WaitForSync
mwa #gamescreen_l_ph3p6 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p7 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p8 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph3p9 animation_addr
waitRTC
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jsr branches_go_down
mwa #gamescreen_l_ph3p10 animation_addr
waitRTC
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph2p5 animation_addr
waitRTC
WaitForSync
mwa #gamescreen_l_ph1p2 animation_addr
mva #2 LumberjackDir ; left side
rts