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That's to be expected. The more games are installed the more CPU power is needed to distinguish between all of them during runtime. That together with the additional demands of updating the screen 60 times a second pushes it too far. You can try to optimize the code to be less dependent on this constant game detection. But I simply never felt the urge to optimize it further ... |
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My display seems to cope with 80MHz (#define TFT_SPICLK 80000000 )
and I think it makes Galaga slightly more playable.
But here's the interesting thing - if I enable all the games, then at 80MHz both DigDug and Galaga trip the watchdog timer.
If I disable Frogger, then they work OK. Is this expected behaviour?
Reading this: #26 I thought I'd check my ESP32 boards vn. I was at 3.0.2 which works fine for the most part at least. I downgraded to 2.0.6, but that hasn't changed the behaviour.
I can totally live with it as it is - this is such a fab project (I've built it with my 14y/o daughter), but if I can get it all working at 80MHz that would be even better.
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