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Reply | Forward Message #1121 of 1156 |
Re: [vmu] timing

Hello,

>Is there an easy way to get a fast stable timer?
>Right now I time everything in my games on the
>1/2 second timer. I do all computing at high
>speed and drop it to slow speed for busy-wait loops
>to save a little power. I tried using HALT, but the
>1/2 second response is too slow.
[...]

I haven't done any VM programming since a while, but there's
definitively an high-res timer available. Check the available
public docs.

What you may be experiencing (and what I also experienced) is
that done of the available free emulator support timing/HALT
properly.

I have released 4 games and all of them were properly timed
but are running too fast on emulators, while they're running
good on a Visual Memory.

-Omar






Thu Aug 5, 2004 5:32 am

segamastersy...
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Message #1121 of 1156 |
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Hi, Is there an easy way to get a fast stable timer? Right now I time everything in my games on the 1/2 second timer. I do all computing at high speed and...
harry_dodgson
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Aug 4, 2004
5:31 pm

Hello, ... [...] I haven't done any VM programming since a while, but there's definitively an high-res timer available. Check the available public docs. What...
Omar Cornut
segamastersy...
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Aug 5, 2004
5:32 am

... A long time ago when I wrote Alienfighter I solved this problem by doing a speed calibration at the start of the program. That way I somehow got a stable...
Soeren Gust
sgust@...
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Aug 6, 2004
3:37 pm

Hi, Here is what I am testing now - which fails on emulation (no HALT). ... ; pass in T_count gives nice possible delays ; ----------------- C_sleepy ;...
Harry Dodgson
harry_dodgson
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Aug 6, 2004
5:56 pm

Wow! You have a wealth of useful information on your website. I have changed my code... it used to toggle between 600K for computing and 32K for wait loops....
Harry Dodgson
harry_dodgson
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Aug 7, 2004
10:16 am
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