In the past, I would always run my sound engine after nmi. In my current game I've introduced mmc3 splits. In some parts of the game, there are some splits near the top of the screen. In others, they are near the bottom. Having the sound engine always run after nmi caused some jitters (with the splits) in some cases. So, I moved it to running after the last split irq. However, in this case I ran into a subtle intermittent chr bankswitching bug where the next nmi would interrupt the currently running irq, due to the sound engine running slightly long on occasion.
My solution has been to configure the split system I have to run the sound engine after a specific split where I know there's more than enough time before the next irq.
I was kinda curious if anybody else has done this out there, either for homebrew or if anyone has seen it done in commercial games.
My solution has been to configure the split system I have to run the sound engine after a specific split where I know there's more than enough time before the next irq.
I was kinda curious if anybody else has done this out there, either for homebrew or if anyone has seen it done in commercial games.