Undeadline

Pagina 1/3
| 2 | 3

Door PingPong

Prophet (4093)

afbeelding van PingPong

31-10-2007, 21:18

i've played undeadline on a plain msx2. When there are a large number of sprites on screen (not only when the 8 / row sprite limit is reached) the game slow-down.

I cannot understand why writing 128+512 bytes on the worst case could slowdown the game.

Plus on the turboR the slowdown should not be more noticeable? outs to vdp are more slow...

I think there is a bad coding, and it's not a question of VRAM input/output the main reason of the slowness
or i'm wrong?

Aangemeld of registreer om reacties te plaatsen

Van norakomi

Paragon (1136)

afbeelding van norakomi

31-10-2007, 23:24

Plus on the turboR the slowdown should not be more noticeable? good question, i was wondering the same. Does anyone have a turbo r ?
^__^
would you like to test undeadline on it ? and tell us if there is a slowdown when there are a lot of sprites in screen ?I think there is a bad coding, and it's not a question of VRAM input/output the main reason of the slowness
or i'm wrong?
no your not wrong !!
It is bad coding.
A while ago i started making changes in the program, also because i wanted to speed up the game.
the game ran smooth when I disabled the music & sfx routines Tongue

Van PingPong

Prophet (4093)

afbeelding van PingPong

01-11-2007, 01:06

Plus on the turboR the slowdown should not be more noticeable? good question, i was wondering the same. Does anyone have a turbo r ?
^__^
would you like to test undeadline on it ? and tell us if there is a slowdown when there are a lot of sprites in screen ?I think there is a bad coding, and it's not a question of VRAM input/output the main reason of the slowness
or i'm wrong?
no your not wrong !!
It is bad coding.
A while ago i started making changes in the program, also because i wanted to speed up the game.
the game ran smooth when I disabled the music & sfx routines Tongue

I know on tr there is no slowdown. But are the sound effects or music routine so much cpu intensive ? strange. Would be fine to test in psg-only mode...Tongue

Van norakomi

Paragon (1136)

afbeelding van norakomi

01-11-2007, 11:17

i dont think the sfx and music are that cpu intensive,
its just that the whole game is cpu intensive,
and when you leave the sfx and music out,
then the game runs smooth.

Van PingPong

Prophet (4093)

afbeelding van PingPong

01-11-2007, 11:22

i dont think the sfx and music are that cpu intensive,
its just that the whole game is cpu intensive,
and when you leave the sfx and music out,
then the game runs smooth.

@norakomi: have you and idea of what kind of algorithm the game use to manage sprite flikering?
If they use a circular list then my be somewhat inefficient because rotating sprites would also affect the color attributes table of sprite that is 16 bytes for each sprite Tongue

Van snout

Ascended (15187)

afbeelding van snout

01-11-2007, 11:22

Would be interesting to see if and where things can be optimized. GuyveR, for instance managed to squeeze a whole lot of performance boost out of the Kinrou5 driver for use in GuruLogic. I don't know how well things were coded @ T&E Soft's, but if it can be done... IPS patch anyone?

Van PingPong

Prophet (4093)

afbeelding van PingPong

01-11-2007, 12:54

I've done another test: i'm not sure, but appear that the flickering routine starts when there are a number of sprites on screen, not when the vdp signals an overflow condition. In this way it's more complicated to find where the problem is.

Van SLotman

Paragon (1242)

afbeelding van SLotman

01-11-2007, 19:52

Just out of curiosity, what is the "Kinrou5 driver"??

Van [D-Tail]

Ascended (8263)

afbeelding van [D-Tail]

01-11-2007, 20:08

Kinrou5 is a music format (MML, as far as I know). Can be made with MuSiCa. I recall now, I've got tons of this great music (Japanese scene (pre'95) music) lying around on my HDD somewhere. I really should connect my MSX sometime again, for good old time's sake ^_^

Van PingPong

Prophet (4093)

afbeelding van PingPong

01-11-2007, 21:07

Just out of curiosity, what is the "Kinrou5 driver"??

just a curiosity, what does have to do with the undeadline game?

Van [D-Tail]

Ascended (8263)

afbeelding van [D-Tail]

01-11-2007, 23:54

Not much, I think. But the Kinrou5 driver was pulled into this discussion because of similarities in performance gain. Probably T&E Soft used a proprietary sound driver for their Undeadline musics and sounds.

Pagina 1/3
| 2 | 3