todo of sparky4 use space?? rm segmlen ok code it! what? test which modex library is faster! workings w edit input and switch unecessary words to bytes ok font! ok jis! ... memory segmentation! trying ow2 dro from dosbox dro to vgm get 16_in 16_mm READ DESIGN.TXT ==== make a super fuckin minimal version of the engine of wolf3d CA!! SD!! ENGINE CORE!!!! PM!! unserstand how RF works reprep tile scroll stuff again. VL && VW redo... (like orgonikze and such) borland c hax for gfx stuff !!display offset array (like wolf3d's)!! what did i do last? i did some minor things including commenting out some joy stick timing stuff and trying to reprep tile scroll stuff again. although i NEED to look at id_rf.c ah TEST JOYSTICK ==== [13:11] Dark_Fox Well, it's hard for me to unspaghetti the code to see what's going on here, but it looks like you're writing directly to the video part of the memory each time you have an update [13:12] sparky4 Dark_Fox: yeah [13:12] Dark_Fox It also looks like a significant amount of your functions use global variables [13:12] sparky4 i know [13:12] sparky4 it's a game [13:12] Dark_Fox That's why your code is shit, though [13:12] sparky4 .... [13:12] Dark_Fox You don't have a video buffer and you're using way too many global variables [13:12] sparky4 if you want to then fix ww [13:13] Dark_Fox This is what I was talking about, you don't understand what you're writing [13:13] sparky4 is it called global variables to pointers? [13:13] sparky4 Dark_Fox: where the variables at? [13:13] Dark_Fox Global variables are stored in a different part of memory, so you have to make a far call every time you access it [13:14] Dark_Fox Which is much less efficient than a near call (like a variable that has been instantiated inside of your function) [13:14] sparky4 Dark_Fox: ah~ [13:14] Dark_Fox Which basically amounts to taking up extra CPU time everytime you use a global variable as opposed to a local variable [13:14] sparky4 i know i know! [13:14] Dark_Fox You have the same problem with the video memory, which is partially unavoidable, but you need to be smarter about when and how you access the video memory [13:15] Dark_Fox Instead of touching it every time there's a change, you should set a timer that says, like, thirty times per second you update the video memory [13:15] Dark_Fox It could be even lower, like ten times per second you make a draw call [13:15] sparky4 Dark_Fox: ah that is in there [13:15] Dark_Fox And everytime there's a change between those updates, you just store the update in a buffer instead