CPFace Posted July 13, 2006 Share Posted July 13, 2006 I hope nobody minds a noobish question. I understand that there can be video problems if drawscreen isn't called often enough. My question is, would these problems be evident in an emulator, or would I have to run my game on the actual hardware to see if these problems are cropping up? I suspect that it's always better to test it on actual hardware, I'm just curious how much I should trust my emulator. I'm running z26 at the moment. Quote Link to comment https://forums.atariage.com/topic/90566-timing-issues/ Share on other sites More sharing options...
+batari Posted July 14, 2006 Share Posted July 14, 2006 I hope nobody minds a noobish question. I understand that there can be video problems if drawscreen isn't called often enough. My question is, would these problems be evident in an emulator, or would I have to run my game on the actual hardware to see if these problems are cropping up? I suspect that it's always better to test it on actual hardware, I'm just curious how much I should trust my emulator. I'm running z26 at the moment. With z26, run the binary using the -n switch. The scanline count (around 262) should be constant. If it varies at all, your code is taking too much time. If you are running 0.99b or later of bB, you can use some of the built-in debugging tools to determine how your code is doing. So far, you have: set debug cycles - will flash the background color if the allotted time is exceeded set debug cyclescore - shows an estimate of the number of machine cycles available (or exceeded) in the score. Quote Link to comment https://forums.atariage.com/topic/90566-timing-issues/#findComment-1101545 Share on other sites More sharing options...
CPFace Posted July 14, 2006 Author Share Posted July 14, 2006 Cool, thanks. Quote Link to comment https://forums.atariage.com/topic/90566-timing-issues/#findComment-1101634 Share on other sites More sharing options...
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