From The Cycle-Accurate Game Boy Docs:
"Line 153 takes only a few clocks to complete (the exact timings are below). The rest of the clocks of line 153 are spent in line 0 in mode 1!"
I ran into this behavior debugging Final Fantasy Adventure's intro text scroll.
Quoting @ISSOtm: "LY is reset before VBlank is over". "It's documented neither in the “LCD Status Registers” nor “Rendering”... this is indeed a problem".
Preferably this would be documented visually somehow in PPU modes. While it sounds like the real behavior is that LY is wrong for part of line 153 I was looking at the diagram's representation of line 0.
From The Cycle-Accurate Game Boy Docs:
"Line 153 takes only a few clocks to complete (the exact timings are below). The rest of the clocks of line 153 are spent in line 0 in mode 1!"
I ran into this behavior debugging Final Fantasy Adventure's intro text scroll.
Quoting @ISSOtm: "LY is reset before VBlank is over". "It's documented neither in the “LCD Status Registers” nor “Rendering”... this is indeed a problem".
Preferably this would be documented visually somehow in PPU modes. While it sounds like the real behavior is that LY is wrong for part of line 153 I was looking at the diagram's representation of line 0.