MrGriggs
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Posted on: December 15, 2010, 08:02:23 am |
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Joined: Dec 2010
Posts: 128
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As explained in the subject I have been experiencing "random speed ups and slow downs with compiled games" that are generated from ENIGMA, I have tried both the "Run" and "Compile" options and both return the same results, not only does fraps report a differance in frame rate for the application, the game does noticably run faster and slower randomly (Character suddely moves fast corresponding to the times that the frame rate also changes). I have a feeling it has something to do with the bbox collisions although I'm not sure, I am still testing with this to try and confirm it. I have noted developers such as Josh with this problem I'm experiencing and would like to know if anyone else has been experiencing it as well. http://www.megaupload.com/?d=JNZPH2KH Link to .exe (With speed ups/slowdowns) Hold up for jump then move left and right for a bit you will notice it after a while... Well... Hopefully. Thank you I'm on windows 7 Professional 64 bit q6600 Processor 3.30@ghz ati hd 5770
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« Last Edit: December 15, 2010, 06:31:42 pm by MrGriggs »
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MrGriggs
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Reply #3 Posted on: December 15, 2010, 06:06:32 pm |
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Joined: Dec 2010
Posts: 128
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Here is the source. Running a syntax error check does not return any errors within LGM. [23:15] <MrGriggs> i can still compile other games btw [23:15] <MrGriggs> it's just that one in particular [23:16] <MrGriggs> i've even tried copying the code into another [23:16] <MrGriggs> same error http://www.megaupload.com/?d=SR0K4IU6It seems enigma won't even compile it now... Scouring for Make GNU Make 3.81 Copyright (C) 2006 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
This program built for i386-pc-mingw32 Make detected. Accessile from `\MinGW\bin\mingw32-make.exe`. Informing the Envir onment.
Scouring for Java java version "1.6.0_22" Java(TM) SE Runtime Environment (build 1.6.0_22-b04) Java HotSpot(TM) Client VM (build 17.1-b03, mixed mode, sharing) Calling `\Program Files (x86)\Java\jre6\bin\java.exe -jar l*.jar`
Java Version: 10600 (1.6.0_22) Loading lib files in C:\Users\Lee\Desktop\Enigmer\lgm16b4.jar 01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl 05_score.lgl 06_extra.lgl 07_draw.lgl [all] [all] [all] [none] Info: jna.jar is not an LGM plugin: java.lang.Exception: No plugin entry point ( LGM-Plugin) Auto-update disabled: SvnKit missing, corrupted, or unusable. Please download to plugins/shared/svnkit.jar in order to enable auto-update.Info: svnkit.jar is no t an LGM plugin: java.lang.Exception: No plugin entry point (LGM-Plugin)
Initializing Enigma: Linking up to IDEProbing for GCC... Scouring for Make ENIGMA: Failed to create process `cpp'. Good news; it should seem I can reach make from `' ENIGMA: Failed to create process `/MinGW/bin/make'. ENIGMA: Failed to create process `/MinGW/bin/make.exe'. GNU Make 3.81 Copyright (C) 2006 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
This program built for i386-pc-mingw32 ENIGMA: Failed to create process `/MinGW/bin/gcc'. 3.4.5 GCC located. Path: `/MinGW/bin/gcc.exe' Successfully loaded GCC definitions 12dirs: "/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/" "/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/mingw32/" "/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/backward/" "/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/" "/MinGW/bin/../lib/gcc/mingw32/3.4.5/include/" "/mingw/lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/" "/mingw/lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/mingw32/" "/mingw/lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/backward/" "/mingw/lib/gcc/mingw32/3.4.5/../../../../include/" "/mingw/include/" "/mingw/lib/gcc/mingw32/3.4.5/include/" "/mingw/include/" Parsing settings...
ERROR! IDE has not specified a target networking library!
Opened ENIGMAsystem/SHELL/Graphics_Systems/OpenGL/Config/win32.ey
Opened ENIGMAsystem/SHELL/Audio_Systems/OpenAL/Config/win32.ey
Clearing IDE editables... Rewriting API switchboard header... This could hurt co mpile time. Clearance checked. Creating swap. Initializing global scope.Undefining _GLIBCXX_EXPORT_TEMPLATE Dumping whiteSpace definitions...Opening ENIGMA for parse... Successfully parsed ENIGMA's engine (175ms) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Initializing EDL Parser... Grabbing locals... Finding parent...found >> Checking ancestor object_collisions >> Checking ancestor object_transform >> Checking ancestor object_graphics >> Checking ancestor object_planar >> Checking ancestor object_basic Determining build target...
Starting platform inspection - ENIGMAsystem/SHELL/Platforms/./About.ey: Failed! - ENIGMAsystem/SHELL/Platforms/../About.ey: Failed! - ENIGMAsystem/SHELL/Platforms/.svn/About.ey: Failed! - ENIGMAsystem/SHELL/Platforms/Android/About.ey: Failed! - ENIGMAsystem/SHELL/Platforms/Cocoa/About.ey: Opened. - ENIGMAsystem/SHELL/Platforms/iPhone/About.ey: Opened. - ENIGMAsystem/SHELL/Platforms/platforms_mandatory.h/About.ey: Failed! - ENIGMAsystem/SHELL/Platforms/Win32/About.ey: Opened. - ENIGMAsystem/SHELL/Platforms/xlib/About.ey: Opened. Done. time taken to load file: 37 ms Initializing dialog boxes Initialized. Building for mode (0) Cleaning up from previous executions Finding parent...found >> Checking ancestor object_collisions >> Checking ancestor object_transform >> Checking ancestor object_graphics >> Checking ancestor object_planar >> Checking ancestor object_basic Grabbing locals Location in memory of structure: 04E44280 File version: 600
Error: Incorrect version. File is too old for this compiler.COPYING SOME F*CKING RESOURCES: Copying sprite names [1] Copying sound names [0] Copying background names [1] Copying path names [kidding, these are totally not implemented :P] [0] Copying script names [0] Copying font names [kidding, these are totally not implemented :P] [0] Copying timeline names [kidding, these are totally not implemented :P] [0] Copying object names [2] Copying room names [1] SYNTAX CHECKING AND PRIMARY PARSING: 0 Scripts: "Linking" scripts `Linking' 0 scripts in 0 passes... Completing script "Link" Done. 2 Objects: obj_p: 12 events: Event[0]: Parsing 1 sub-events: Check `obj_p::create...Done. Starting parse...Second pass...done. <collecting va riables... Collecting some variables... Adding `Move' because that's just what I do. Adding `Left' because that's just what I do. Adding `Right' because that's just what I do. Adding `bl' because that's just what I do. Adding `bt' because that's just what I do. Adding `br' because that's just what I do. Adding `bb' because that's just what I do. Adding `Grav' because that's just what I do. Adding `Jumping' because that's just what I do. Adding `JumpAmmount' because that's just what I do. done>Done. Event[3]: Parsing 1 sub-events: Check `obj_p::step...Done. Starting parse...Second pass...done. <collecting vari ables... Collecting some variables... Calls script `keyboard_check' Ignoring `vk_up' because it's a global. Calls script `collision_bbox_rect' Ignoring `obj_4' because it's a global. Ignoring `x' because it's a shared local. Ignoring `bl' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `bt' because it's already a local. Ignoring `x' because it's a shared local. Ignoring `br' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `bb' because it's already a local. Ignoring `JumpAmmount' because it's already a local. Ignoring `Jumping' because it's already a local. Ignoring `JumpAmmount' because it's already a local. Calls script `collision_bbox_rect' Ignoring `obj_4' because it's a global. Ignoring `x' because it's a shared local. Ignoring `bl' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `bt' because it's already a local. Ignoring `JumpAmmount' because it's already a local. Ignoring `x' because it's a shared local. Ignoring `br' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `bb' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `JumpAmmount' because it's already a local. Ignoring `JumpAmmount' because it's already a local. Ignoring `JumpAmmount' because it's already a local. Calls script `collision_bbox_rect' Ignoring `obj_4' because it's a global. Ignoring `x' because it's a shared local. Ignoring `bl' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `bt' because it's already a local. Ignoring `x' because it's a shared local. Ignoring `br' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `bb' because it's already a local. Ignoring `Grav' because it's already a local. Ignoring `Grav' because it's already a local. Ignoring `Grav' because it's already a local. Ignoring `y' because it's a shared local. Ignoring `Grav' because it's already a local. Ignoring `Grav' because it's already a local. Ignoring `Move' because it's already a local. Ignoring `Move' because it's already a local. Calls script `keyboard_check' Ignoring `vk_right' because it's a global.
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« Last Edit: December 15, 2010, 06:16:28 pm by MrGriggs »
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MrGriggs
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Reply #9 Posted on: December 15, 2010, 06:59:43 pm |
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Joined: Dec 2010
Posts: 128
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http://www.megaupload.com/?d=FWK4D7AZHere is an exe where the fps is displayed and is most noticeable with the slowdowns. Strange how it stays cleanly at 400, then drops to 100 and stays at that cleanly, then back up without jitter... The only code in this game is this x+=1 if x-128>room_width x = x=-128
room_caption=string(fps) In the "normal step" event.
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Josh @ Dreamland
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Reply #10 Posted on: December 15, 2010, 09:58:27 pm |
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Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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It was a syntax error the checker missed. Most of the parsers didn't give a shit (the formatter never gives a shit), but the variable harvester was pretty pissed about it.
Fixed r566.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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TheExDeus
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Reply #11 Posted on: December 16, 2010, 08:16:48 am |
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Joined: Apr 2008
Posts: 1860
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http://www.megaupload.com/?d=FWK4D7AZ
Here is an exe where the fps is displayed and is most noticeable with the slowdowns.
Strange how it stays cleanly at 400, then drops to 100 and stays at that cleanly, then back up without jitter...
The only code in this game is this
x+=1 if x-128>room_width x = x=-128
room_caption=string(fps) In the "normal step" event.
That is also smooth for me. Thou I don't get 400fps, but only 76/81, but quite constant 76/81. That counter can jump between the two numbers, but the fps in the game itself is more constant. So I don't experience any large slowdowns/speedups. And didn't you mean: if x-128>room_width x = x-128
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MrGriggs
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Reply #12 Posted on: December 16, 2010, 12:25:25 pm |
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Joined: Dec 2010
Posts: 128
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http://www.megaupload.com/?d=FWK4D7AZ
Here is an exe where the fps is displayed and is most noticeable with the slowdowns.
Strange how it stays cleanly at 400, then drops to 100 and stays at that cleanly, then back up without jitter...
The only code in this game is this
x+=1 if x-128>room_width x = x=-128
room_caption=string(fps) In the "normal step" event.
That is also smooth for me. Thou I don't get 400fps, but only 76/81, but quite constant 76/81. That counter can jump between the two numbers, but the fps in the game itself is more constant. So I don't experience any large slowdowns/speedups. And didn't you mean: if x-128>room_width x = x-128
You are correct, the game now compiles, thank you . Still experiencing random 400 - 100 fps with the .exe I uploaded... Also does it in my platform game, 60 - 50, which is a noticeable speed difference. The .exe that I am experiencing the issue with is set to a stupidly high 400 room speed, though...
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« Last Edit: December 16, 2010, 12:33:07 pm by MrGriggs »
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