So the font-copying is the biggest obstacle, but you can tell from the name summary screen that it’s not the only major cause for slowdown. (Warning! Boring video, ignore if you don’t like blah blah technical crap) The speed-up was a lot more than I expected. To see how much of a speedup we’d get, I turned off the font-copying routines. My idea for optimization is to have the game draw the text only once, when it needs to be drawn, and then skip any re-draws until a change happens. The game constantly copies/draws the font over and over and over, even when nothing is happening or changing.
#Perfectit 3 bugs code
My first hunch is that the font-copying code itself is the biggest problem. The first step was to see where the bottleneck/bottlenecks are. It’s definitely unacceptable, so now I need to make it so this sprite text hack works magic and makes things run smoothly. I showed a video earlier of how much slowdown occurs when there’s sprite text on-screen. But there’s still one last thing to do before we can cross that off the to-do list: optimization. So for now, it looks like the sprite text hacking is done. I did some general testing to see if there were any other glitches, but nothing’s turned up. There seem to be no problems now, at least. Hail the power of sprite text welding! I’m not sure if there are any string overflow problems with such long descriptions, but I’ll look into that later. It looks like we can use more text than can fit on the screen now. After that, I wanted to see how much sprite text could be thrown at the enemy descriptions. It’s hard to explain, but we’ll still need to do a quick hack to make the menus handle 8-letter names correctly.Īfter that, I needed to fix a few other little bugs/rare instances of stuff. Oh yeah, it looks like the “KumatoraD/ uster” problem was fixed, but not *really*.