Recently I've been tinkering with Sega Saturn stuff. One thing I did was figure out how to scroll the RBG0 layer per scanline from an H-Blank interrupt for cool wavy effects (as you can see in the last video I posted)
It turns out there's a certain kind of nerd who gets real mad when I say I'm doing that lmao.
"NOOO you only have so many CPU cycles, interrupts have a cost, you should be using an NBG layer with linescroll table instead"
Bud I've seen Gameboy Color games do this in a cave with a box of scraps. This should be no problem at all for the Saturn.
@glairedaggers I know nothing about developing on a Saturn, but I wouldn't be surprised if the Saturn's multi-CPU architecture has some kind of ridiculous bottleneck going on with its interrupts
But also this is an RPG, what the hell would you be spending the free cycles on?
@glairedaggers So it really isn't any specific issue, just a universal consideration! One I've caught myself thinking about when looking up Amiga tech docs a lot. Still sounds like you're well set though~