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[2016-9-10. : 5:33 pm] O)FaRTy1billion[MM] -- Mini Moose 2707Mini Moose 2707 shouted: FaRTy1billion With the overhead of still having to run all the non-ALU triggers 80 times naw, just make a global DC that works how the trigger thing already works[2016-9-10. : 5:33 pm] Sacrieur -- Mini Moose 2707Mini Moose 2707 shouted: FaRTy1billion With the overhead of still having to run all the non-ALU triggers 80 times You put in a switch that turns those off if the ALU is running.[2016-9-10. : 5:32 pm] O)FaRTy1billion[MM] -- Mini Moose 2707Mini Moose 2707 shouted: Basically a thing you'll talk about in CS and is nice to theorize about in SC, but probably never use in a map just inject ASM at that point anyway ![]() [2016-9-10. : 5:32 pm] Moose -- FaRTy1billionFaRTy1billion shouted: and without having to copy+paste all of the triggers 80 times With the overhead of still having to run all the non-ALU triggers 80 times[2016-9-10. : 5:31 pm] O)FaRTy1billion[MM] -- and without having to copy+paste all of the triggers 80 times[2016-9-10. : 5:31 pm] Moose -- Basically a thing you'll talk about in CS and is nice to theorize about in SC, but probably never use in a map[2016-9-10. : 5:31 pm] O)FaRTy1billion[MM] -- oh, I see what he's saying. like running triggers faster than framerate so you can do more advanced calculations, but fit them in to 1 tick[2016-9-10. : 5:29 pm] lil-Inferno -- SacrieurSacrieur shouted: Mini Moose 2707 There are numerous backend applications, such as ultrafast ALUs. The fuck is an ALU[2016-9-10. : 5:19 pm] O)FaRTy1billion[MM] -- 5124D8 to 5124F0 are the speeds in ms, with 5124F0 being for Fastest[2016-9-10. : 5:16 pm] O)FaRTy1billion[MM] -- So I set it to 0 ms just now, and the AI attacked and killed me in like 3 seconds[2016-9-10. : 5:16 pm] O)FaRTy1billion[MM] -- it can't got 1ms because it uses GetTickCount which typically has a resolution of like 15 ms[2016-9-10. : 5:15 pm] jjf28 -- FaRTy1billionFaRTy1billion shouted: lol setting speed to 1 ms just out of curiosity, does SC crash or lag gracefully?[2016-9-10. : 5:12 pm] Moose -- Yeah, if twice per second and once per half-second are the same thing in this game.[2016-9-10. : 5:06 pm] O)FaRTy1billion[MM] -- running triggers more than once per game tick would probably be the same as just running triggers multiple times per tick or something[2016-9-10. : 5:03 pm] jjf28 -- FaRTy1billionFaRTy1billion shouted: jjf28 Which I found yesterday, but it would do way more than just make triggers faster. mm, I doubt there's a good solution purely with memory tricks; would need to do something like double the framerate, put the render call inside, and make updates run every other![]() [2016-9-10. : 4:59 pm] O)FaRTy1billion[MM] -- jjf28jjf28 shouted: true, frames should probably refer exclusively to graphics I always thought that was what was meant by ticks and frames[2016-9-10. : 4:55 pm] O)FaRTy1billion[MM] -- jjf28jjf28 shouted: to go any faster you'd have to mess with frame rates which is outside the scope of waits Which I found yesterday, but it would do way more than just make triggers faster. ![]() [2016-9-10. : 4:39 pm] Sacrieur -- You would ideally want to be able to get and return a value in-between game state updates.[2016-9-10. : 4:38 pm] Sacrieur -- Mini Moose 2707Mini Moose 2707 shouted: Who even wants hypers that run faster than the framerate and why? There are numerous backend applications, such as ultrafast ALUs.[2016-9-10. : 4:24 pm] Moose -- ... So basically, you'd want hypers that run faster than the frame rate because the frame rate isn't the frame rate, laughing my ass off! ![]() [2016-9-10. : 4:16 pm] Moose -- https://en.wikipedia.org/wiki/Frame_rate "Frame rate, also known as frame frequency, is the frequency (rate) at which an imaging device displays consecutive images called frames. The term applies equally to film and video cameras, computer graphics, and motion capture systems. Frame rate is usually expressed in frames per second (FPS)."[2016-9-10. : 4:13 pm] jjf28 -- but in StarCraft they've been used to refer to game updates for a long time*[2016-9-10. : 4:11 pm] Moose -- Let's have a frame rate but not have it be coupled to the rate at which frames are rendered, smh[2016-9-10. : 4:10 pm] Moose -- So the game can be rendered w\e times before updating the game state if it draws fast enough?[2016-9-10. : 4:10 pm] jjf28 -- you update at an approximately constant rate, this can be adjusted slightly for synchronization purposes; you render as fast as your computer can handle[2016-9-10. : 4:09 pm] Moose -- The loop prevents multiple calls to update before render is called tho[2016-9-10. : 4:07 pm] Moose -- So what you're saying is the frame rate and the rate at which graphics are rendered are the same thing?[2016-9-10. : 4:03 pm] jjf28 -- Mini Moose 2707Mini Moose 2707 shouted: .... the fuck is a frame rate then? LMAO http://puu.sh/r6sON/b30c927a44.png[2016-9-10. : 3:52 pm] lil-Inferno -- IDK what kind of rootin' tootin' hootenanny is going on with redrawing graphics more than once per frame tho[2016-9-10. : 3:50 pm] Moose -- So what you're saying is the frame rate and the rate at which graphics are redrawn are different things?[2016-9-10. : 3:47 pm] jjf28 -- you question confuses me; graphics are updated between/more than once per frame[2016-9-10. : 3:45 pm] jjf28 -- graphics get processed more than once every frame, I want to be able to lock screens on a unit smoothly[2016-9-10. : 3:31 pm] Sacrieur -- I figured there was a check taking place in between cycles, which is why it's every two instead of every one, glad someone else already did the leg work.[2016-9-10. : 3:30 pm] Sacrieur -- RoyRoy shouted: Single Frame Hypers: http://www.staredit.net/sc1db/file/3004/ Thanks Roy![2016-9-10. : 3:30 pm] Sacrieur -- RoyRoy shouted: How can you make hyper triggers faster? They run on every trigger cycle, which is every two game frames. You can modify some address to make triggers run on every frame, but other than that, I don't think there are any improvements to be had. That's what I suspected.[2016-9-10. : 3:10 pm] jjf28 -- to go any faster you'd have to mess with frame rates which is outside the scope of waits[2016-9-10. : 3:10 pm] jjf28 -- That is setting this address to 0 http://farty1billion.dyndns.org/euddb/?pg=entry&addr=0x006509A0&ver=1.16.1&plat=win |
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