Elevator Action Arcade Core - Update!
Got around today to a fix for R3 and a new R6 core . I felt bad about releasing the R3 core without an R6 version, especially since there was a fairly major glitch in the sprite system. I promised Iād come back and fix it eventually, and today I think I finally got around to it but I need some confirmation from the community first.
Cause: The line-buffer address counters could be asynchronously cleared/loaded at unstable times, causing stale or misplaced sprite pixels, this was fixed by making the OD_L1/OD_L2 counters for the line buffers synchronous to the 6 MHz pixel clock.
Update can be downloaded here for those who want to test: https://discord.com/channels/719326990221574164/1547470402543161365
See here for more info
https://files.mega65.org?id=e2ee129d-149c-4b59-9ced-d21185878091
Install instructions are here.
https://github.com/sho3string/ElevatorAction_MEGA65_R3_R6
I will add a second button to the control method for jump. Currently, the mechanism uses a configurable delay timer via a single fire button which may not suit everyone