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:: Felice

@dddaaannn:

I would assume so. I think it's unlikely that zep would basically double the CPU speed of PICO-8 overnight. But I don't think anyone actually knows for sure yet.

P#23539 2016-06-24 05:25 ( Edited 2016-06-24 09:25)

Wow! Great news! :D

P#23540 2016-06-24 07:01 ( Edited 2016-06-24 11:01)
:: JaF

60fps seems to work nicely with v0.1.8!
But my game is running double speed because it is also updated twice as often :D

P#23542 2016-06-24 08:48 ( Edited 2016-06-24 12:48)
:: matt

I think we now need to figure out the best way to update our games or make a game that can run at the same speed across 30 and 60.

P#23548 2016-06-24 11:28 ( Edited 2016-06-24 15:28)
:: JaF

If we still had time() that would be simpler i guess.
My game and probably most games would just need to have the tick counts cut to half.

P#23552 2016-06-24 12:20 ( Edited 2016-06-24 16:20)

time(), which was already kinda borked, is now running twice as fast...

P#23553 2016-06-24 12:24 ( Edited 2016-06-24 16:29)
:: JaF

Hah, in the v0.1.1 changelog it says "Changed: Removed time()".

Its gotta be pretty broken if its also running twice as fast since it was supposed to return the amount of seconds since boot.

P#23555 2016-06-24 12:56 ( Edited 2016-06-24 16:56)

time is just (number of frames/30)
given the whole 16.16 stuff, number of frames ends up with 16bit resolution.
time()'s resolution only goes up to 1092 seconds before dropping negative.

P#23556 2016-06-24 13:17 ( Edited 2016-06-24 17:44)

I still strongly believe that you can put 1093 in a 16 bit signed integer.

P#23557 2016-06-24 14:30 ( Edited 2016-06-24 18:30)

of course you can, but not if your 1093 is from 32790/30, because 32790 does not fit in a 16 bit signed integer, and that was the part that I said was 16bits, not the overall result.

P#23558 2016-06-24 14:54 ( Edited 2016-06-24 18:54)

ok, got it now. well, time() is (was?) a built-in function, maybe it should not be 'just' (number of frames/30)?
anyway it's deprecated and a non-blocking issue as there are other options, so let's forget about it.

on topic it seems that simply designing the game at 60fps is ok in most cases since _update60 would be called twice on 30fps hardware (so you'd just lose a draw frame).

P#23566 2016-06-24 16:09 ( Edited 2016-06-24 20:09)
:: neuya

From the manual:

If _update60() is defined instead of _update(), PICO-8 will run in 60fps mode:

- both _update60() and _draw() are called at 60fps
- half the PICO-8 CPU is available per frame before dropping down to 30fps

** please note that not all PICO-8s support 60fps. On machines that do not support it,
_update60() will instead be called twice per frame and _draw() at 30fps. You can check
the behaviour of your program running at 30fps by adding the following snippet to the
bottom of your code:

u60=_update60 _update60=nil function _update() u60() u60() end

P#23600 2016-06-25 05:21 ( Edited 2016-06-25 09:21)
:: cancel

This is great!

P#23637 2016-06-25 19:53 ( Edited 2016-06-25 23:53)
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