- Get software interrupts to work and replace
vblank()
while cycles - Further reduce
update()
instruction cycles by removingupdateOam()
on each update - only change what is needed. Might cause breaking API changes. - Replace
VECTOR
return values everywhere withGBAVector
, refactor toVector2d
. Check for performance hits; copying value-objects in update loop is not a good idea. - Rename
updateSpritesInScene
toreRenderAll
- Affine sprites overwrite the flip flag, should the flip functions do something or not?
- Would it be possible to dynamically update tiles for a sprite within the same scene? What about size differences?
- How does saving/loading data to and from RAM work? Can I serialize objects? For instance, binary header-only serialization with Cereral