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Disengage Light Speed, Damnit!

17 replies · 2,409 views · Started 26 December 2002

I don't know if this is happening to anyone else, but when I go into the 182 player (just d/l'ed) Link runs so fast, he's passing a screen in maybe half a second. (and no, the fast movement isn't on, I checked. You should see Link with it on, he runs through walls! :laughing: )

Edit- I just realized that I posted this in the wrong place. If one of kind and generous mods move it for me...

I had this problem too.
Like blond said, just tick the Vsync and the speed should go back to normal😉

I always got discouraged by Vsync. It made 163 run WAAAAY too slowly. And now that ZC is back to speed, I can turn it back on! :kawaii: Joy!

I've got about 80 FPS now. And that's much better than 450, no offense. ... Or is it? 😮dd:

Does anyone know what Vsync is these days?

VSync synchronizes each frame to the vertical retrace period of your monitor. In the days of the 386 this would eliminate some flicker, but caused a performance hit - now, it's a convenient way to regulate game speed at sane levels. Apparently Allegro offers no way to latch to the 8253 timer.

Actually, I am using a custom vsync routine. Yes, it causes flicker, but it was SUPPOSED to make everything run at about 60 fps (give or take a couple of frames). But, it looks like some people are getting wierd results, such as 80. So, I guess I will have to go back to using the regular vsync routine.

I'm running the DOS version. And as I said, I get 60 FPS except occasionally when all the layers are being used.

While dissengaging Vsync, Its almost as convienient as hitting the f button for fast walk, just without the level 4 cheat... oh well

Originally posted by Dark Nation
Actually, I am using a custom vsync routine. Yes, it causes flicker, but it was SUPPOSED to make everything run at about 60 fps (give or take a couple of frames). But, it looks like some people are getting wierd results, such as 80. So, I guess I will have to go back to using the regular vsync routine.

Vsync should completely eliminate flicker, not cause it... :confuse2:
I'm assuming ZC uses a double buffer, in which case the synchronization should be placed immediately before the memory copy into the video buffer. Then again, I'm not too familiar with Allegro, so :shrug:.

Well, it's not a real vsync. True VSync is a Vertical retrace SYNCronization. So, yes, it helps stop flicker. However, if your monitor is refreshing at a speed other than 60 fps, your game, assuming it can keep up, will run at that speed (75 or 80 as some have pointed out). What I did was replace the vsync call with a timer call. So, now it's supposed to run at 60 fps, but is drawing at the wrong time, so you get the flicker. I guess I should put it back. Or maybe make it where you can select how you want to run it.

Keep both calls.
Suppose you set your timing mechanism to, say, prolong each iteration through the game loop so that it takes 1/60 of a second. Then each frame may hit vsync at exactly the right time, or it may hit just a vsync ends. The framerate will fluctuate between 60 FPS and 30 FPS at worst, but since it happens so many times so quickly it's imperceptible, averaging out nicely. End result: no lightspeed, no flicker.
At least, that's how I've always done it and it's always worked for me. :shrug:

Originally posted by Mottzilla
I hope you can fix up that. It's not fun to play ZC at 80FPS lol.

No, it's not. (Those octorocks can really move fast!) killed me in about 5 seconds. They're even faster than octorocks on crack. I didn't know what Vsync was before and now I know. So, problem solved. Thanks!

Originally posted by Mottzilla
I hope you can fix up that. It's not fun to play ZC at 80FPS lol.

Try 300+. Peahats are like houseflies!:laughing: