Hi,
have a look at
www.scp-paulet-lenerz.com/14mljkl24/Wolf/Download
You can download a timer thing from there, usable from basic.
HTH
Wolfgang
Based on the fact that Turbo'd programmes will FTL QL SuperBasic in
newer emulators (a mistake of my far past programming examples) I find
myself
On 23/05/11 22:59, Dilwyn Jones wrote:
There is a SUSPEND keyword in one of my little extensions toolkits on
http://www.dilwyn.me.uk/tk/index.html
SlowGold anyone? I wrote it many years ago to do exactly that, slow down
a gold card. I'm sure Dilwyn will have it on his site somewhere
Wolfgang Lenerz wrote:
have a look at
www.scp-paulet-lenerz.com/14mljkl24/Wolf/Download
You can download a timer thing from there, usable from basic.
Ah, that's perfect. I'd go with something like Wolfgang's extension.
Marcel
___
QL-Users Mailing
Yes immediate action if a key is pressed but not to speed up if a key
is pressed and that the speed to remain constant if different systems
are used, i.e. I am writing the programme to work a required speed on
a standard QL and not change significantly if emulated at full speed.
The only perceived
Yes that is looking good will try tonight, also the suspend in Turbo
may work too.
Thanks guys, Lee
-Back to the QL-
http://backtotheql.blogspot.com/
https://sites.google.com/site/iwant2learn2/
https://sites.google.com/site/theqlimagerepository/
-Original Message-
From:
Lee Privett wrote:
Yes that is looking good will try tonight, also the suspend in Turbo
may work too.
SUSPEND has the problem that a) no user input can be processed in the
meantime and b) the runtime of the code that actually does something
cannot be taken into account, so depending on how much
Lee Privett wrote:
Yes that is looking good will try tonight, also the suspend in Turbo
may work too.
By the way, I do read your blog as an RSS feed, but have never given
feedback because I have none of the accounts needed to post comments.
Marcel
Thanks for reading the blog Marcel, I get no feedback on the system so
I have no idea who does read/look at it other than my 4 followers who
signed up and now have no choice :) he hee
I recently changed the layout and added at the bottom of the blog
'notify by email', a Google gadget, hoping that
Rich Mellor wrote:
I think this is a problem with Q-emulator (maybe others) - I wonder if it is
linked to MOVE.W / MOVE.L trying to use an odd address (which was supposedly
not valid on the 68008, but somehow works on the standard QL!)
Hm? I'm pretty sure this has never worked on a standard
There is a spam filter enabled for comments that maybe the issue there
I am not so bothered about DPs flicker as much as I am about the
sprites 4 pixel jumping it does on the X-axis although I have yet to
test it on A QL only emulated. Since the AGM if still haven't unpacked
all the stuff I took
Hmm - I doubt this is a DP limitation and 4 pixels fits in perfectly
with the issue on Lands of Havoc which runs perfectly on a standard QL.
I really think this is an issue with the emulation on q-emulator. I
have sent a copy of both programs to Daniele.
I could be wrong about the MOVE.W to
For Havoc it might be, but SSG doesn't access odd addresses, so that's not the
issue. Only way to tell for sure would be to try it on a QL.
Daniele
Date: Tue, 24 May 2011 20:19:35 +0100
From: r...@rwapservices.co.uk
To: ql-us...@q-v-d.com
Subject: Re: [Ql-Users] Delaying code
Hmm - I
I was just going to say that the issue of DP's sprite generator flickering
when the sprites move to the right, is surely just limited to emulated QLs?
Haven't seen the original message about flickering. It's often caused by
programs erasing the bacground before redrawing a sprite. I believe
Am Dienstag, den 24.05.2011, 20:00 +0200 schrieb Marcel Kilgus:
Rich Mellor wrote:
I think this is a problem with Q-emulator (maybe others) - I wonder if it is
linked to MOVE.W / MOVE.L trying to use an odd address (which was supposedly
not valid on the 68008, but somehow works on the
I think this is a problem with Q-emulator (maybe others) - I wonder if it is
linked to MOVE.W / MOVE.L trying to use an odd address (which was supposedly
not valid on the 68008, but somehow works on the standard QL!)
Hm? I'm pretty sure this has never worked on a standard QL.
68008
Just posted to your blog:
For the timing, you need a few instructions of assembly code to be called
during interrupt 2 (typically called every 20 ms) and increment a counter, that
you can then read from SuperBASIC.
The only speed-independent QL games I know use either this method, or the STOP
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