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Frames are skipping #21
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Does it happen when you run the same script in main.scm? (note that 0C00 won't work in main.scm, but you can use widget keys for testing) |
I haven't tested it, but now I better understand the cause of the problem. Try making 100 copies of this line: It's like a lazy processing, I don't know. The longer the script, the longer it takes to process. Quickly takes a matter of seconds. |
this is expected, no? the game runs scripts in the main loop, which means while it executes opcodes it can't render a new frame. this is why we have |
But that's not how script execution works, just when "wait" is read the next game frame is executed. This is for PC:
I lowered this script to only 1,000 iterations, tested it on SA:DE, pressed Y and the game ran for over 1 minute until it took effect. One possibility is that each command read, is executed 1 "wait 0" (roughly saying, to understand it). This script above would take more than 10 minutes to take effect in SA:DE. |
Can you test the same on pure main.scm? |
It works correctly on main.scm, the movement is smooth.
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I can confirm the player movement is smooth on main.scm and jerking on cleo. I will look into what may cause it |
Remove wait 0 and it will become faster. I mentioned this problem before, but there is no time to study in these two days. |
@XMDS Loops must have wait command. It's actually a CLEO bug and a critical one, I must say. @JuniorDjjr thanks for providing a test script and hinting the main.scm behavior. I was able to identify and fix the problem. Check the new dev build on discord. |
It's working perfectly now, I was able to create a free camera mod without any problems. Taking the advantage, a minor issue: 007B: in Sanny Builder for "SA Mobile" is written = instead of += |
fixed in 0.8.3 |
https://youtu.be/_crRD00DPIM
The movement should be smooth, after all, I'm using wait 0.
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