Search the web
Sign In
New User? Sign Up
vmu-dev · The VMU Development list
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Real people. Real stories. See how Yahoo! Groups impacts members worldwide.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
timing   Message List  
Reply | Forward Message #1122 of 1156 |
Re: [vmu] timing

On Wed, Aug 04, 2004 at 05:30:49PM -0000, harry_dodgson wrote:
> 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 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.

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 framerate in RC clock mode. Don't ask me about details, too much
time has passed, but you can still get the source code at my homepage
under <http://soeren.informationstheater.de/vm/alienfighter.html>.

Soeren



Fri Aug 6, 2004 3:35 pm

sgust@...
Send Email Send Email

Forward
Message #1122 of 1156 |
Expand Messages Author Sort by Date

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
Offline Send Email
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...
Offline Send Email
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@...
Send Email
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
Offline Send Email
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
Offline Send Email
Aug 7, 2004
10:16 am
Advanced

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help