May - November 2012

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(New page: == May-November 2012 == Coding came to a near standstill as real life got in the way. I did manage to take a look at a niggling bug at this point. Inconsistent snake speed This bug – t...)
(May-November 2012)
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Coding came to a near standstill as real life got in the way. I did manage to take a look at a niggling bug at this point.
Coding came to a near standstill as real life got in the way. I did manage to take a look at a niggling bug at this point.
Inconsistent snake speed
Inconsistent snake speed
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This bug – the snake speeding up as long as a direction key was pressed down.. then slowing back down to original speed when key was let go - was resolved chiefly through the help of PJ on the Retrosoftware forums. I was originally using the sprite plotting routine from [http://www.retrosoftware.co.uk/wiki/index.php/Basic_Sprite_plotter .]
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This bug – the snake speeding up as long as a direction key was pressed down.. then slowing back down to original speed when key was let go - was resolved chiefly through the help of PJ on the Retrosoftware forums. I was originally using the sprite plotting routine from [http://www.retrosoftware.co.uk/wiki/index.php/Basic_Sprite_plotter]
I never did work out what exactly was going on. I think the issue was that the plot routine was suspending (briefly) OS interrupts and creating its own interrupt which enabled more redraw time for sprite plotting between screen refreshes. The routine is effectively an improved version of the standard VSYNC OS call. I just couldn’t get my code to work with it; this wasn’t a problem as PJ and others on the forums explained. I simply didn’t need the routine as I wasn’t doing very much animation. Using the normal VSYNC OS call was fine; I had smooth animation and the speed-up-on-key-press problem disappeared.
I never did work out what exactly was going on. I think the issue was that the plot routine was suspending (briefly) OS interrupts and creating its own interrupt which enabled more redraw time for sprite plotting between screen refreshes. The routine is effectively an improved version of the standard VSYNC OS call. I just couldn’t get my code to work with it; this wasn’t a problem as PJ and others on the forums explained. I simply didn’t need the routine as I wasn’t doing very much animation. Using the normal VSYNC OS call was fine; I had smooth animation and the speed-up-on-key-press problem disappeared.

Revision as of 20:12, 14 September 2013

May-November 2012

Coding came to a near standstill as real life got in the way. I did manage to take a look at a niggling bug at this point. Inconsistent snake speed This bug – the snake speeding up as long as a direction key was pressed down.. then slowing back down to original speed when key was let go - was resolved chiefly through the help of PJ on the Retrosoftware forums. I was originally using the sprite plotting routine from [1] I never did work out what exactly was going on. I think the issue was that the plot routine was suspending (briefly) OS interrupts and creating its own interrupt which enabled more redraw time for sprite plotting between screen refreshes. The routine is effectively an improved version of the standard VSYNC OS call. I just couldn’t get my code to work with it; this wasn’t a problem as PJ and others on the forums explained. I simply didn’t need the routine as I wasn’t doing very much animation. Using the normal VSYNC OS call was fine; I had smooth animation and the speed-up-on-key-press problem disappeared.