06-19-2026, 04:56 PM
Thanks both - that's definitely something to work with - I've parked this for a while now, but will pick it up when I can
My code certainly isn't optimised at the moment so I've got a bit of work to do on that score anyway. Currently I'm testing the entire playfield within each frame which is silly as that takes a couple of vblanks on it's own.
The point about host/client is well worth thinking about - I'm currently assigning a host/client role to each side of the link, but in this proof of concept there is no difference in the behaviour between the two.
My comms packet at the moment is "just" a 50 byte representation of the local playfield - I'm aiming at a max 128 bytes in total which would include the sprite buffer, score and other game info. The current method of essentially just sending 50 individual bytes and then waiting for 50 bytes in return is NOT optimal and I suspect is the problem here. I'd hope that if/when I get the buffer transfer working properly that that would help it
My code certainly isn't optimised at the moment so I've got a bit of work to do on that score anyway. Currently I'm testing the entire playfield within each frame which is silly as that takes a couple of vblanks on it's own.
The point about host/client is well worth thinking about - I'm currently assigning a host/client role to each side of the link, but in this proof of concept there is no difference in the behaviour between the two.
My comms packet at the moment is "just" a 50 byte representation of the local playfield - I'm aiming at a max 128 bytes in total which would include the sprite buffer, score and other game info. The current method of essentially just sending 50 individual bytes and then waiting for 50 bytes in return is NOT optimal and I suspect is the problem here. I'd hope that if/when I get the buffer transfer working properly that that would help it

