
Porting Test Drive II from SNES to PC, Part 5: A real producer trace at frame 986
Porting Test Drive II from SNES to PC, Part 5: A real producer trace at frame 986 The last checkpoint in asmdump did not add a new renderer feature. It added something more useful for the current archaeology lane: a real late-window ownership proof that can be rerun cheaply. That proof is frame 986 . This matters because the repo had reached an awkward point in the intro work: the bridge-visible path was already strong through the late 01:9FE5 attract window the queue-driven reconstruction around 986 was already close enough to be useful but the producer-side ownership story for later windows was still thin The project already had a live producer-trace proof on frame 300 , but that is an early front-end scene. It is good for validating the probe pipeline. It is not the right place to answer late-attract questions about OAM upload traffic, visible-sprite disappearance, and the unresolved composition gap after the post-Ballistic bootstrap. The obvious follow-up was the timed-input window
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