Reading posts and thinking the best way to implement a ppu core that should be run fast, it seems the "renderize" part has to be separated from the "emu" part.
So what it came to my mind is i have to "grab" when something "interesting" happens to ppu (sprhit, nt switch, mapper chr change/etc) and tell to "draw" until that part and if the frame has end draw what it remains the frame (or the whole frame if the above conditions haven't happen).
But i have a problem/question:
- if the only way to raise the hit flag is during rendering, how do i deal with this?
- MMC3 Irq Counter (split effects), how to deal with this, too.
So what it came to my mind is i have to "grab" when something "interesting" happens to ppu (sprhit, nt switch, mapper chr change/etc) and tell to "draw" until that part and if the frame has end draw what it remains the frame (or the whole frame if the above conditions haven't happen).
But i have a problem/question:
- if the only way to raise the hit flag is during rendering, how do i deal with this?
- MMC3 Irq Counter (split effects), how to deal with this, too.