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Author Topic:   Time Bug
Beuc posted 01-10- 03:23 AM CT (US)   Click Here to See the Profile for Beuc   Click Here to Email Beuc  
When I played Dinkanoid on my old P133, all was OK.
But when I installed it on my PIII 650, the ball was too much quick :(

So I'd have 2 questions:
- Is there a way to correct it?

- Is there a bug in Dink.exe. If the ball speed is controlled by wait() procedures or by the sprite speed, so there may be a time bug with latest computers...

Btw, does the timer in Mistery Island is computer-speed dependant? I saw a post about somebody who didn't manage to kill 'em all before timer ending.

Wyndo posted 01-10- 08:00 AM CT (US)     Click Here to See the Profile for Wyndo  Click Here to Email Wyndo     
I thinks it's supposed to be controlled by the built-in timers, but I'd have to look to say for sure... won't have time for that any time soon.
Kornelije Petak posted 01-10- 12:00 PM CT (US)     Click Here to See the Profile for Kornelije Petak  Click Here to Email Kornelije Petak     
I just know that wait() command works differently on different configurations, 1000 means a bit less on 400 MHz than a second...
Zail posted 01-11- 01:35 PM CT (US)     Click Here to See the Profile for Zail  Click Here to Email Zail     
Processor speed affects Dink's speed, but only if there is excessive sprites on the screen (I think). In SoB, the maze part with all the fire sticks slowed Dink down so much that it was impossible to pass (on my 166 Mhz computer at least). But for a normal amount of sprites with non-complex scripts wait() should work normally.

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