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- To the one known as Garfield,
- > >To solve the problem you could check the speed of the machine
- > >in the beginning of the game and according to this value change
- > >the speed of the monsters.
- > You could double the animation frames for every object
- > targeting the fast machines from the start.
- > If the machine is slow, set the anim-step to 2 and double the
- > x/y velocities of every object.
-
- Hmmmmm... This might actually work. ..and wouldn't reduce efficiancy on
- either machine.
-
- > This would effectively make the game run the same speed. The
- > difference being that the 50fps version would be twice as
- > smooth due to the doubling of the number of anim-frames...
-
- Perhaps this section could be put in the installer.
- Standard/Super Smooth.
-
- > Or, if you wanted the easy way you could just duplicate each of
- > the current frames, so DRAGONHEADFACINGLEFT elements (0)&(1)
- > both equal the same image. Again, simply adjust the ANIMSTEP
- > at the start based on CPU power...
-
- This would be a hundred times simpler. It's called
- if 68060
- wait vbl
- end if
-
- but that slows things down a bit on slower machines. Ah well, maybe it's
- all for the best.
-
- > >Has anybody else solved this problem in a better way?
- > I don't know if I'd say it's better, but the EASY way is just to place
- > a little timer check in your main-loop:
- > This is the method I will be using in the Shooter-stage so the final
- > version will run at 25/30 fps on all machines (except stock A500
- > that is)...
-
- Anyone still using one ?
-
- > Any of you guys using 50MHz Amigas, PLEASE let me know how the
- > demo performs on your machines.
- > Should easily hit 50/60 fps, but I'd like to be sure...
-
- Also, anyone with 68030/040/whatever isn't a 68020, please give speed
- feedback on all sections !!
-
-
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- |_> |_| |_| |\ | |_ | | | / | | "What do you want ?" - Number 6
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