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(+1)

Thanks again for the detailed report, it really helped! I found a likely cause and made a test build with some fixes: 

• Small sprite frames (bullets, effects) stored beyond 3 MB could be read from the wrong ROM bank by the DMA, giving random corrupted tiles on real hardware. They are now copied to RAM first. 

• Enemies now enter one at a time instead of in bursts.

• The DMA budget per frame is lower on NTSC, which has a much shorter VBlank than PAL. 

 If you want to test it, here is the build (FULL edition, SSF mapper): https://drive.google.com/file/d/1v9d8kMRSrsd7yGT73rxzs53FA54LZdGq/view?usp=drive...

It would help a lot if you could try it on the same consoles and flashcarts as before, especially level 2 and 5-2 where the problem was most noticeable. Please let me know: 

1. Whether the graphical errors are gone, reduced, or the same. 

2. If anything new appears (slowdowns, missing animations). 

3. The console model/region and the cart you used.

I can't test on real hardware (today) myself, so your feedback is the only way (today) to know if this worked. Thank you so much! 🐢

So far, I've played through all of level's 1-3, then skipped to level 5 and played both sections. The worst errors seem to have been fixed.

* There was some kind of garbage at the end of level 5-2, but otherwise the level was fine (see image).

* The spears that were invisible on level 5-1 are still invisible (see image).

* However, when you knock the foot soldiers down and the lay flat, they sometimes slide half way across the screen and disappear. They should only slide about half that far or not at all. It doesn't look like they are being knocked away; it looks like they are on an invisible conveyor belt.