Fixing Casino Night slowdown?

Discussion in 'Discussion and Q&A Archive' started by RocketRobz, May 24, 2013.

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  1. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    Whenever I try to play in Casino Night Zone, the game slows down.

    I'm using Xenowhirl's 2007 clean unmodified disassembly.

    Thing that fixes the speed:

    1. Disabling Tails in CNZ.

    2. Changing CNZ BG deformation code to Metropolis Zone BG deformation code. (Going further up causes Illegal Instruction)

    Is there a way to fix the speed without doing any of these above?

    The porting S3K Objects Manager guide seems to not work with that disassembly.
     
  2. MarkeyJester

    MarkeyJester ♡ ! Member

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    The fact that the game slows down a lot more than normal, must be the result of changes you have made, what was the last thing you did before the slowdown became noticable in Casino Night Zone?
     
  3. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    I was making a compilation game, Sonic 2 is at ROM address $100000.

    RAM address $FFFFFFF4 points to the HInt/HBlank, $FFFFFFFA points to the Vint/VBlank.

    Everything that started with $FFFFFFF# are changed to $FFFFFFA#.

    EDIT: Maybe you can tell me how to change sonic and tails's speed if game slows down.
     
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  4. MarkeyJester

    MarkeyJester ♡ ! Member

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    Are you certain that the values in the $FFFFFFA# range are free to use?
     
  5. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Before we go any further, answer me this:

    Which game's engine are you using as the main engine? Sonic 1, Sonic 2, or Sonic 3 & Knuckles?
     
  6. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    You mean what am I using as the game select menu? Sonic 1.

    The compilation includes

    $0: Sonic 1/Game Select

    $100000: Sonic 2

    $200000: Sonic 3/Sonic & Knuckles

    Maybe I can tell you how to make compilation games in the Tutorials section, if I become an Exile.
     
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  7. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    They are not free.

    I changed to $FFFFFF0#.

    They are free.
     
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  8. nineko

    nineko I am the Holy Cat Member

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    Sorry if I go off-topic for a moment here, but just to clarify, you do not want to become an Exile, since that usergroup is for banned people. Here's what you want to do: use your 20 trial posts as wisely as possible (which you just didn't, since you double posted instead of editing your first post), and wait until the staff decides if you can be promoted to Member or not.
     
  9. MarkeyJester

    MarkeyJester ♡ ! Member

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    I think he was being sarcastic =P

    As for speeding up the characters to make up for lag; you could do that, but it's not a good cover for lag as it's still obvious that the game's lagging, it'll be like watching a time-lapse video. As it doesn't normally lag much in that level, I strongly suggest finding the cause of the lag instead.
     
  10. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    That literally makes no difference. Just letting you know.
     
  11. ThomasThePencil

    ThomasThePencil resident psycho Member

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    That literally makes no difference. Just letting you know.



    Let me explain WHY I ask that.

    If I'm not being retarded here (my apologies if I am, it's off the top of my head), S3K levels use individual rings instead of ring groups, not to mention they read ring positions straight from ROM instead of expanding inside RAM, freeing up a ton of RAM.

    But that's not why I ask.

    S3K levels will almost GUARANTEED screw up if you're NOT using the S3K engine, seeing as they (mostly) use more than 255 objects each, as well as the S3K engine using individual rings only instead of ring groups, as I explained earlier. Here's a rundown of the pros and cons of each engine:

    Sonic 1:

        Pros:

     - Has a simplistic 68k-based sound driver, making it ridiculously easy to add songs.

     - Hg disassembly allows for editing individual files so you don't screw up everything else in the game.

        Cons:

     - Has no rings manager; it uses rings as part of the objects file for each level.

     - Is the game most likely to experience slowdown when lots of objects are on-screen.

     - The sound driver runs on the 68k side, so there is minimal processing time loss, plus this sound driver is the only main one to have a noticeable pause when disabling interrupts.

     - Has a large amount of bugs.

    Sonic 2: (expect a decent list, since I hack Sonic 2)

        Pros:

     - Has a simplistic character selection system set up, allowing for easy character addition.

     - The sound driver runs on the Z80 side, so there is no processing time loss, nor is there a pause when disabling interrupts. Oh, and Sonic 2's sound driver has Saxman compression too =)

     - Is fairly easy to work with in general, although difficulty varies from aspect to aspect.

        Cons:

     - The Sonic 2 sound driver is considered the hardest to work with, so stay away from it =P

     - Like Sonic 1, Sonic 2 also has a large amount of bugs.

    Sonic 3 & Knuckles:

        Pros:

     - Reads ring positions directly from ROM, allowing for a ton of free RAM that can be used for whatever you wish.

     - Priority is already a word, so no calculations are required, making the game much faster.

     - Is capable of using more than 255 objects per level.

        Cons:

     - Is very fragile.

     - Not many things are labeled well in the current disassembly.

    Now, before disagreeing with me, note that I have not even TOUCHED Sonic 1 yet, so forgive me if some of the information there is inaccurate, but I have looked into S3K and I hack Sonic 2 by default, so they should be accurate. Again, forgive me if I missed anything; this is off the top of my head.

    All that said, it really comes down to how experienced you are with each engine. I should probably shut my trap now, considering that this post took me as long as fifteen minutes to write. Until we cross paths again, I bid you farewell.
     
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  12. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    What? My God, you made this giant list for nothing.

    I'm glad you know all the pros and cons between each game engine, but that still doesn't matter. Bobesh8 is making a compilation, aka, there is more than one ROM.

    In simplistic terms, each game is to their own. None of the engines intermingle. He's not making a hack where ALL levels from every Sonic game are in one hack, he is making a hack that contains 3 completely separate Sonic games. That is why I said your point was moot asking which engine he is using, because he plainly said it was Sonic 2 earlier.
     
  13. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Oh...okay. In that case, guess I'll stay quiet about this.

    If only someone could make a tutorial on how to make a compilation game *runs*
     
  14. Dark Lips

    Dark Lips Well-Known Member Member

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    Thomas - the op is saying he is making a multigame not porting all the games to the same engine... they are very different things, I hope I dont sound out of line here but I have noticed you have a habit of not reading the original post and then putting totally the wrong answer, Dont get me wrong its great that you want to try and help - but doing what you do dosnt, it just serves to confuse people... anyway back on topic Bobesh8 - the best person to speak to about doing this would be vladikcomper as he has done something like this before.
     
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  15. nineko

    nineko I am the Holy Cat Member

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    I, like SuperEgg, noticed that ThomasSpeedrunner was on the wrong way as soon as he made his first post ("which game engine are you using?"), because it was obvious he didn't get what Bobesh8 is doing, but I decided not to say anything because sometimes it's better to learn from your mistakes; hopefully, having 2 or 3 peers saying that he was wrong is going to help him to learn to think before he posts, more than the time spent in Moderation Queue did. I'm saying this here and I mean it, I won't stop people from saying that someone is wrong. Sometimes I'm wrong, too, and I always encourage people to correct me.
     
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  16. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    Enough talk about compilation games, I want to know how to fix CNZ lag on Xeno's 2007 disassembly.

    I can't find the 125 SVN disassembly. It is not in svn.sonicretro.org/hg.sonicretro.org.

    Does someone have a copy of it?

    I'm trying to port S3K Objects Manager.
     
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  17. ThomasThePencil

    ThomasThePencil resident psycho Member

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    SVN = Hg. And the "revision 125" thing doesn't mean you need that particular revision. It just means that that revision is the revision that the hacker was using at the time. Hope this helped.
     
  18. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    Porting S3K Objects Manager does not work on the latest HG disassemblies. :(
     
  19. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Huh? What is this blasphemy? It should work...unless someone's edited the damn things to use different labels. Not that it would require much extra work, though.
     
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