You are not alone my friend.
These are my confessions....
It's actually a good thread. And it's great that you resolved it. Text and Print commands can get tricky in DBC and DBpro. There are times I needed, for whatever reason, to use a double sync command after text to get it to display. I can remember some of my text programs having 15 syncs thoughout the game loop when I started. I can't remember If I was ever able to fully resolve the issue.
I ran into other trouble (not sure if they are fixed now) when I used a
wait key() command after a print statement in DBpro, even with syncs. The text doesn't show for me for some reason (it's like the program looks ahead to the
wait key() command and stalls there without updating the screen.) then after the a key is pressed the text flashes quickly as the program continues executing.
For the reason's above, I decided to switch to bitmap characters, and wrote routines that I could use in all my programs to display results I needed. And if they were numerical values I'd convert them using the
str$() command.
Text always seemed to throw off my FPS rate regardless of what I did, especially if I used color commands. Not sure if that was in DBC as well.
To be honest, I could actually use more help and instruction/code snippets in how to effectively use text and print statements inside a game loop. I still avoid them because of my early failures.
Is there any reason to avoid them the way I do????? Especially with delays for user input, for example?