That sounds good to me. Just be aware that you need to check the incoming buffer every once in a while and deal with any possible incoming frames to avoid a network deadlock condition.
ACagliano wrote:
Hey, are the getCSC codes the same in Cn2_GetK?
This code would seem to indicate yes.
Code:
Sandpaper_Main_CheckRemote_WaitResponse: ;...then wait for response
call Cn2GetK_Sub
cp skClear
Can I do this to increase the sensitivity of the game? Or will it not have an effect. Note the "call Cn2_GetK" twice.
Code:
Code:
call Cn2_GetK
cp skYEqu
jr z,Sensors
cp skWindow
jr z,Status
cp skZoom
jr z,Tactical
cp skTrace
jr z,Transporter
cp skGraph
jr z,SendMessage
call Cn2_GetK
cp sk2nd
jr z,Phaser
cp skAlpha
jr z,Photon
cp skMath
jr z,Scramble
cp skMode
jr z,Cloak
cp skRecip
jr z,Lock
The number of microseconds spent doing all those jrs is so small that you waste a hugely larger amount of time doing the getK call. Just do the long list of jrs.
*bump* Sounds like a good plan to me. To follow up on this, is everything going smoothly with your use of Doors CS's systems? I know this was originally just about the Associate Program API, but since we moved on from that, anything else?
not really. i do know that getKey waits for a keypress, then goes on, while getCSC just checks and goes. what does Cn2_GetK do? I'm looking for the Cn2-friendly version of GetCSC.
ACagliano wrote:
not really. i do know that getKey waits for a keypress, then goes on, while getCSC just checks and goes. what does Cn2_GetK do? I'm looking for the Cn2-friendly version of GetCSC.
It's a poorly-named function; it should really be called Cn2_GetCSC. It returns GetCSC-style codes, returns instantly, and does not read modifier keys, just like GetCSC. Register to Join the Conversation
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