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This seems to happen as the red flash is applied to the colour pallet. There are many possible causes (thread locking), but the pallet shift should not be one of them. It would be interesting to see what is taking the processing time.
The text was updated successfully, but these errors were encountered:
When the player is hit the pallet is adjusted using PaletteChanges_47760.
This calls sub_41A90_VGA_Palette_install(...) that calls VGA_Set_Palette(...) and eventually SDL_SetPaletteColors(m_gamePalletisedSurface->format->palette, m_currentPalletColours, 0, 256);
Looking at the diagnostic window, this looks fine. The code is running very fast (1ms or less).
This seems to happen as the red flash is applied to the colour pallet. There are many possible causes (thread locking), but the pallet shift should not be one of them. It would be interesting to see what is taking the processing time.
The text was updated successfully, but these errors were encountered: