Jump to content





Continue

Posted by SpiceWare, in Draconian 27 September 2017 · 198 views

  • Shrank the menu font from 8 rows to 7:
    Attached Image
  • In order to make space for a new option:
    Attached Image
  • Applied 72 bytes of optimizations from Chris
  • Revised Idle Time Condition Red, 15 seconds was too brief for Hard
    * 80 seconds Kids
    * 60 seconds Easy
    * 40 seconds Normal
    * 20 seconds Hard
  • While help from Chris, we freed up about 3 scanlines worth of 6507 time to give over to the ARM code
New continue feature isn't fully implemented.  While it works, things like the Timers used for Formations, Spy Ships, etc. are not yet reset so they'll appear sooner than expected.
 
While play testing on Hard I ran into screen jitters on Alpha-3.   The 3 scanlines worth of time from the 6507 code has helped, but the jitter still occurs on occasion so more work to be done for that.

 

Currently at 457 bytes free in the ROM.
 
 
For Harmony or Stella (requires Stella 5.0.2 or newer)
Attached File  draconian_20170927.bin (32KB)
downloads: 9
 
Source
Attached File  draconian_20170927.zip (807.06KB)
downloads: 68






Question: do any of these optimization result in less CPU usage in either a real console or in Emulator Stella? I could have sworn that the wife said one of the later builds felt faster. It could also be placebo effect from doing an update.
  • Report
routines are always called 60 times per second, so speeding them up just means they finish sooner, not that things will fly around faster on-screen.
 
What your wife most likely noticed was this:

Revisions to Difficulty Ramp Up


That changed the initial speed of the enemy, how much faster they get as you advance through the sectors, as well as how frequently they appear on-screen.
  • Report

Search My Blog

Recent Entries

Recent Comments

Latest Visitors

1 user(s) viewing

0 members, 1 guests, 0 anonymous users