The wiki says the skipped cycle occurs around cycle 328 on the pre-render scanline. Wouldn't the cycle that is skipped have to be something not critical to rendering? Cycles 320-335 are needed for fetching the first two rendered tiles, right? So how would you be able to skip one of those cycles without disrupting the rendered image?
Up until now I've been skipping the final idle cycle (340) since that's the one that seems most logical to me (plus it's easiest).
Not that I disbelieve the tests... it's that that I don't understand how that would work. I seems to me the skipped cycle would be best suited to be either one of the unused sprite fetch cycles (256-319) or one of the final dummy fetches (336-340).
If the skipped cycle is indeed at or around 328 -- does that affect the rendered image at all? Are 8 of the pixels on odd frames distorted due to an incomplete fetch?
Up until now I've been skipping the final idle cycle (340) since that's the one that seems most logical to me (plus it's easiest).
Not that I disbelieve the tests... it's that that I don't understand how that would work. I seems to me the skipped cycle would be best suited to be either one of the unused sprite fetch cycles (256-319) or one of the final dummy fetches (336-340).
If the skipped cycle is indeed at or around 328 -- does that affect the rendered image at all? Are 8 of the pixels on odd frames distorted due to an incomplete fetch?