Hi,
We're writing a project that needs multiplayer communication but with
multiple interrupts enabled in the crt0.s
We are using Jeff's crt0 in combination with the SN devkit and standard
Nintendo MultiSio communication library. Unfortunately the game doesn't
always run in a frame and our vblank interrupt processing is pretty
massive.. this means we have to be able to run multiple interrupts so that
the comms code can still work with the game and things like the multiplexing
for our sprites don't go all wonky when the game drops...
However, with multiple interrupts enabled the game will loose connection
after about 20 minutes of multiplayer :(
We moved the comms code out into a separate test bed application and tried
again to see if it was the game logic but it still breaks. Moving over to
single interrupts (with no other changes) makes it 100% stable. Obviously
this is only possible in the test bed because the vblank processing is
minimal (in game we use 100%+ of the vblank for the vblank interrupt pretty
much every frame).
Has anyone else come across this issue before? or can anyone suggest why it
might be happening?
We're pretty stuck right now so any help will be greatly appreciated!!
cheers
ninge