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LSJMDM
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Timing
Post Posted: Thu Aug 26, 1999 8:23 am
Hello :)

Like Calypso is now fast, some people asked me to put in them a slowdown routine, but all things made by my are
incorrect or don´t work very well.

With a fixed delay you don´t correct the problem, since the Z80 engine and the VDP render spendts differetns
times. With a variable timing, the emulator is too slow.

¿How to make a good timing routine, like BrSMS or Meka ? Anyone have a goo idea?
 
  • Joined: 12 Jul 1999
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Post Posted: Thu Aug 26, 1999 8:59 am
I think that you should just have a user-selectable amount of slowdown, like in Masssage. I like to play some of my SMS games at around 150%-175%
~unfnknblvbl
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LSJMDM
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Post Posted: Thu Aug 26, 1999 4:03 pm
Yes. It can be a good solution. The problem is that a user selectable amount slowdown will not
correct the problem, since both Z80 and VDP engines don´t spent regular intervals of time.

Massage calculates the time by executin a small Z80 program and measuring the time this spents.
It calculates both frameskip and frameskipless times. It is not too dificult.

Thanks for give ideas.


Saludos,
Jose Manuel
 
  • Joined: 12 Jul 1999
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Are you aware... *text*
Post Posted: Fri Aug 27, 1999 9:21 am
Are you aware that the only emulators that correctly run Road Rash for the Master System are Meka and your very own Calypso.
I find that very strange, as they are the newst SMS emulators out (that I know of), and they seem to have the highest compatability rate!
Anyway, why do you want to put in a slowdown routine? I need to put both Calypso and Meka in Frameskip 7 to run Road Rash at 100% on my P133/32MB.
Not everybody in the world has a PIII-550/384MB like one guy that I know of.
I realize that, as you have posted before, you are programming on a P60, so maybe you should be ironing out any bugs (is there any?) on your end of the scale before you start catering to the high-end market.
Anyway, that's my 1.26 cents (2 Australian cents). If I keep giving away my 2 cents like, this, I'm gonna run out of money pretty soon...
~unfnknblvbl
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  • Joined: 24 Jun 1999
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Re: Are you aware... *text*
Post Posted: Fri Aug 27, 1999 9:52 pm
Quote
> Anyway, why do you want to put in a slowdown routine? I need to put both Calypso and Meka in Frameskip 7 to run Road Rash at 100% on my P133/32MB.
> Not everybody in the world has a PIII-550/384MB like one guy that I know of.

Frameskip 7 ?!
Are you joking ?
I have a p120 and Meka runs between 60% and 120% of the speed of the real machine on my system.
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LSJMDM
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Re: Are you aware... *text*
Post Posted: Sat Aug 28, 1999 5:19 pm
Zoop, what delay do you use in Meka?
 
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Specs
Post Posted: Sun Aug 29, 1999 5:42 am
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> Frameskip 7 ?!
> Are you joking ?
> I have a p120 and Meka runs between 60% and 120% of the speed of the real machine on my system.

Well, Meka and Calypso run at about the same time on my computer.
for some reason, for average 2D games, I need to run them at around FSkip2-3.
For Road Rash, FSkip3 is still too slow, I have to use FSkip Auto to run it at ~100%
Seeing as Meka doesn't tell you what the FSkip is for automatic, I used Calypso to check. FSkip6 is around 90% and FSkip7 is 115% when running the actual game race.
Copmuter specs:
Compaq Presario 7240
Monitor: Presario 1410
CPU: Pentium 133MHz
RAM: 32MB 72-pin EDO (4x8MB SIMMs)
HDD: 1.50GB
SoundCard: ESS AudioDrive 1788
Modems: Compaq Presario internal 19.2Kbps fax/data/voiceview (whatever the frig that is)
KTX external 56Kbps Fax/data/voice

Does that help?
~unfnknblvbl
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Limbs a Flyin'
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Re: Specs
Post Posted: Sun Aug 29, 1999 8:57 am

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> Seeing as Meka doesn't tell you what the FSkip is for automatic,

hold down the F button to see the current frames per second
 
Chris
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Yeah *text*
Post Posted: Sun Aug 29, 1999 2:29 pm
Now if anybody has the Pentium 133 blues it's me. But even so, Meka and Calypso run at full
frame rate. Meka may skip down to 1 or 2 at times but nothing unbearible. 7? I think that's
hightly elaborated.

Chris :o)
 
  • Joined: 24 Jun 1999
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Re: Are you aware... *text*
Post Posted: Sun Aug 29, 1999 4:54 pm
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> Zoop, what delay do you use in Meka?

I'm not using a delay but a timed interrupt that run a function periodically, that allow me to count the number of FPS and then skip frames if necessary.
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Re: Specs
Post Posted: Mon Aug 30, 1999 7:23 am
Quote
>
> > Seeing as Meka doesn't tell you what the FSkip is for automatic,

> hold down the F button to see the current frames per second

Well, pressing 'F' only shows you the FPS, not the FSkip currently used to keep it at ~100% speed
~unfnknblvbl
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Limbs a Flyin'
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Re: Specs
Post Posted: Mon Aug 30, 1999 12:35 pm

Quote
> >
> > > Seeing as Meka doesn't tell you what the FSkip is for automatic,

> > hold down the F button to see the current frames per second

> Well, pressing 'F' only shows you the FPS, not the FSkip currently used to keep it at ~100% speed
> ~unfnknblvbl

well, assuming the max frame rate is 60fps, then divide 60 by the fps you get.
eg 60 / 60 = 1 (no frameskip)
60 /30 = 2 ( every second frame; frame skip of 2?)
60 /20 =3 (every third frame; frameskip of 3?)
and so on
 
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That's not elaborating!
Post Posted: Tue Aug 31, 1999 12:38 am
I was running Road Rash
Most games (Sonic, etc) need to be FSkip 2 or 3 on my computer.
Road Rash is just an extreme case because of the sprite-scaling involved.
~unfnknblvbl
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Re: That's not elaborating!
Post Posted: Wed Sep 01, 1999 6:41 pm
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> I was running Road Rash
> Most games (Sonic, etc) need to be FSkip 2 or 3 on my computer.
> Road Rash is just an extreme case because of the sprite-scaling involved.
> ~unfnknblvbl

There is no computed "sprite scaling". It's just different sprites.
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