HI! and thanks for some feedback after so many time i haven't posted replays here.
First say that ive worked so much in this game and latest version includes:New graphic engine with zooming and scrooling and tvcam routines to follow ball. New putter stick club vector animation (pretty interesting since it's created with an interpolation of only 2 frames) betters graphics, colors and textures. Dualshock compatible. New RANDOM mode, that creates a camp with fully randomiced holes and terrains. New 'auto-aiming' mode, wich allow to move a pointer across screen (like a FPS SHOOTER game) and putter stick club will follow trajectory and lots of stuff, but... i'm really frustrated because collision detection are bad and still gives some bugs that are reallyu a shame... anyway, i may update version some day.
For mrd, that is really working hard for made not only this game but any others compatible with his online JS emulator, answer that this message you comment is part of the MESS i have in the code in a try to FORCE FLUSH RATE.
Game supposed to run at 60 FPS. Jimshaw emulator's allow to force flush rate to 50,60 or not force at all, but im including my own built-in force flush rate routines.
This consists, basically, in drawing (hidded) thousands of circles until FPS fits the FPS desired.
The more FPS, the more circles will be drawed until a certain amount of circles allows to have an stable FPS. IF FPS runs low of desired FPS, the amount of circles will be decreasing until reaches ZERO.
Also is working a background textures effect similar, when FPS runs low than 60 fps, number of textures decrease to zero. (Really ugly effect cos' you can see them real time dissapearing )
This have several consecuences:
First, i guess cpu is been FORCED to the limit... i dunno
Second, when a graphic event happens, such as suddenly appear or dissappear a text, or a bitmap or anything, fps decreaseases inmediately, and the FORCE FLUSH RUTINE takes some time to COMPENSATE it decreasing number of circles..
Ive been trying for a long some ideas such as make a count of all graphic events per frame then substract to the number of force flush rate circles to be drawed... anyway it's really hard to have a game running at 60 fps smoothed..
Well, im saying all this for you understand the context of those messages.
I really don't know exacxtly right know values and other stuff, but i remember this:
When FPS runs under 60 fps, some routines are working for trying to fix.
The textures decreseases, the quality of text decreases, bitmaps and even the whole display info may be FORCED to dissapear...
If FPS really runs low (maybe under 30), a message is displayed in a window to show user
that game is running low and some tips to TRY fix it. (First try is disable emulator force flush rate and let the game control FFR)
After a countdown, if FPS still runs low, a var called 'slow_cpu' is activated, then it affects to several parts of the source, causing most of graphical effects to be disabled or quality reduced.
As a say.. all this is a MESS, and on later versions i've tried lots of different things...
I just want to tell...sorry for the boring!
Im reading your progress with the JS and will post replys, cheers!