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06-27-24 08:25 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Slow down in my hack New poll | |
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joh

Micro-Goomba


 





Since: 05-22-06
From: Stuttgart, Germany

Last post: 6573 days
Last view: 6573 days
Posted on 06-02-06 09:05 AM Link | Quote
Hello,

How can i fix the problem:

My game always slown down, when sprites are appearing. Only 1 or 2 bouncing koopas are enough to slow the game extremely. I also tried the patch on smwcental.net. It's the same problem with ZSNES and also SNES9x

FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6341 days
Last view: 6353 days
Posted on 06-02-06 11:23 AM Link | Quote
The slowdown appears by inserting many custom blocks and is especially noticable in Levels with layer 2 and/or sprite buoyancy enabled. There is actually nothing you can do to fix that. (...but a new BlockTool version is in the works, which will fix that problem.)
joh

Micro-Goomba


 





Since: 05-22-06
From: Stuttgart, Germany

Last post: 6573 days
Last view: 6573 days
Posted on 06-29-06 05:25 AM Link | Quote
When does a better version of blocktool come out? I have the newest (2.0)
In other hacks this slowdown does not appear so extremely. Layer2 & Buoyancy is not enabled in mostly of my levels.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6339 days
Last view: 6338 days
Posted on 06-29-06 07:45 AM Link | Quote
Originally posted by joh
In other hacks this slowdown does not appear so extremely.
Probably because the other hacks have far fewer custom blocks than yours.

How many do you have, anyway? I suspect "a metric f*ckton" because the original game could show eight or more Koopas without slowdown...
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6346 days
Last view: 6340 days
Posted on 06-29-06 11:41 AM Link | Quote
Originally posted by BMF54123
Originally posted by joh
In other hacks this slowdown does not appear so extremely.
Probably because the other hacks have far fewer custom blocks than yours.

How many do you have, anyway? I suspect "a metric f*ckton" because the original game could show eight or more Koopas without slowdown...



I'm betting he (joh) must have at least two of any of the custom blocks in his hack (I know I did at one time, I had at least four of each movement block I wanted to use in my hack, including the on/off movement blocks davros made for my use (and the use of others as well)). The real solution for this problem is simple, if you have more than one of any custom block (which I'm sure you do, joh), just get rid of all the excessive blocks of one kind except for the very first one (I did this with movement blocks for starters), and have the rest of the blocks act like the first one (just take the map16 tile for your lone block of any kind, and make the other similar custom blocks act like that map16 tile). That's what eliminated most of the slowness in certain levels in my hack.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6339 days
Last view: 6338 days
Posted on 06-29-06 12:16 PM Link | Quote
The new blocktool? It'll be done in a while. a fairly long while.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6339 days
Last view: 6338 days
Posted on 06-30-06 06:04 AM Link | Quote
Meh, I just stopped using Blocktool altogether in favor of my own table-based system. I have to use a hex editor to insert the blocks, but it's a small price to pay for virtually no CPU usage (aside from the blocks themselves, of course).
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