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Old 02 January 2021, 02:41   #41
Abaddon
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Looked for CPU dependent loops and only found one, but it is only for the title and loading screen. I will look into adding a user configure delay for during play. I did add a button wait option for the initial Pandora intro screen.
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Old 02 January 2021, 13:48   #42
BarryB
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Yeah, sorry, should have said to make the loading screen delay hard coded or user configurable!

Using NoCache doesn't help the speed though, but, using the disk images and disabling CPU cache and using OCS in the Early Startup in the A1200 config of WinUAE then the game seems to run at the same speed as a stock A500 setting.

So it looks like it needs slowing down to make it playable for WHDLoad!
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Old 02 January 2021, 13:52   #43
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common problem with games running too fast has often nothing to do with CPU-dependent loops: game performs a vblank sync assuming one has been done already because CPU is slow (to run at 25Hz) but CPU is fast so the sync is 50Hz when there's not too many things to do: game goes twice as fast at times.

I fixed a lot of games like that by actually counting the vblank ticks in the vertical blank interrupt. For instance, Led Storm, Magic Pockets, Populous 2 (source available)

Just locate the main game loop and insert a wait before the actual sync.
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Old 08 January 2021, 04:56   #44
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Quote:
Originally Posted by jotd View Post
common problem with games running too fast has often nothing to do with CPU-dependent loops: game performs a vblank sync assuming one has been done already because CPU is slow (to run at 25Hz) but CPU is fast so the sync is 50Hz when there's not too many things to do: game goes twice as fast at times.

I fixed a lot of games like that by actually counting the vblank ticks in the vertical blank interrupt. For instance, Led Storm, Magic Pockets, Populous 2 (source available)

Just locate the main game loop and insert a wait before the actual sync.
I took a slightly different approach, but leveraged some code from one of the examples. I may try your approach if I can get some free time.
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Old 08 January 2021, 04:58   #45
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Quote:
Originally Posted by BarryB View Post
Yeah, sorry, should have said to make the loading screen delay hard coded or user configurable!

Using NoCache doesn't help the speed though, but, using the disk images and disabling CPU cache and using OCS in the Early Startup in the A1200 config of WinUAE then the game seems to run at the same speed as a stock A500 setting.

So it looks like it needs slowing down to make it playable for WHDLoad!
I have a little more testing to do, forgot to test the 2nd version with the cd32 joypad and needed to add joypad support to select game in the version we have. I should be able to upload a new beta tomorrow.
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Old 09 January 2021, 02:17   #46
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Here is the latest version with a user selectable delay. I would set the delay to 2. I did not add a delay to the pandora loading screen , just use button wait


======

- Added CD32 joypad support
Outlands
Red - Start Game
Play - Pause/UnPause
Play+Forward+Reverse - Quit
Yellow+Forward+Reverse - Skip Level (if trainer active)
Forward+Reverse - While paused quit back to title screen
Version with Dizzy Dice
Reverse - Start Outlands
Forward - Start Dizzy Dice
- Button Wait for the Pandora title screen
- Added configurable delay to slow the game down on faster processors
Attached Files
File Type: slave Outlands.slave (2.3 KB, 69 views)
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Old 09 January 2021, 17:47   #47
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Much more playable with the delay, thanks
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