tag:blogger.com,1999:blog-1235714562632087542.post8571351303606676004..comments2023-07-14T17:48:00.016+10:00Comments on Retro Ports: No real joy... yet!tcdevhttp://www.blogger.com/profile/02245101571269922064noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-1235714562632087542.post-68332973191509902682016-04-06T10:26:42.932+10:002016-04-06T10:26:42.932+10:00Yeah PC joysticks were horrid!
In Knight Lore, on...Yeah PC joysticks were horrid!<br /><br />In Knight Lore, one game loop is one frame. The need to switch in ROM to read the joysticks is an issue in itself, since I need to be mindful where my joystick code is executing from. It's really an overhead I don't want to deal with. And since the game frame rate is affected by the input routine, I need to save as many cycles as possible, and optimise the number of samples I do.<br /><br />Under different circumstances it wouldn't be an issue, and I'd gladly off-load the work to the ROM to save myself some coding, but I'm pushing the Coco to its limits as it is.tcdevhttps://www.blogger.com/profile/17906878237742487968noreply@blogger.comtag:blogger.com,1999:blog-1235714562632087542.post-16523281677620703722016-04-06T03:20:42.341+10:002016-04-06T03:20:42.341+10:00It's been years since I timed it, but the ROM ...It's been years since I timed it, but the ROM joystick routine is nowhere near as slow as the routine to read (say) an old PC joystick and you only need to call it once per game loop, not per frame.jmkhttps://www.blogger.com/profile/11550774477051951420noreply@blogger.com