Views: 942,952,881
8 users online: 8Nairb, aaronpryan, abc_ore, isaix, Kitikuchan, Mirann, wayht, WhiteYoshiEgg - Guests: 48 - Bots: 156 Users: 52,436 (2,011 active)
Latest: cyphehjaw
Tip: Use Gopher Popcorn Stew to insert custom blocks into your hack.
Not logged in.
Massive Frame Rate Drop.
Forum Index - SMW Hacking - SMW Hacking Help - Massive Frame Rate Drop.
Pages: « 1 » Link
I've had maybe two or three times a massive frame rate drop while testing my hack. It basically is slow-mo until I restart the game. Has anyone experienced this? Is this an emulator problem? Something I might have done wrong in LM? There are not lots of sprites on the screen when it happens, sometimes just 1. Any ideas would be appriciated.
It's a little hard to tell from just that info, but if it's happening basically for no reason, there's one thing that comes to mind for me that might be related.

Are you using savestates while playing your hack, and what happens when you go all the way back to the start of the level? There's one bug I've seen a couple times where if you load a savestate, the game constantly spawns green shell-less koopas in the top left corner of the level, causing a lot of slowdown. I don't think anyone has looked into it.

I'm not sure if that's what's happening on your end, but if it is, it's at least not your fault.


The real question is: Does this only happen if you load the savestate from a level which you have edited between sessions or an in this session unmodified level or on the overworld? Because if the former, we have already found the culprit: The game tries to read from a non-existing sprite level data.

To explain it in detail: Each level is associated with a certain sprite level data. This sprite level data in question is read all the time so the game knows when to spawn which sprite where. Now here comes the issue: Each time you save the level, its data including sprites will be moved in the ROM. The result: The game hardlocks if not crashes at worst and at best, the game loads from garbage until it reads a termination byte and chances are, the games requires multiple frames to reach the next end.
If the latter case appears, the game will load bytes of zeroes which in terms translates to a sprite with the ID 0, extra bits 0 (thus translating to green shellless Koopa) at position (0, 0).
That can be checked further if you switch to a different room or go to the overworld: Does the slowdown disappear or is it persistent? Either way, you should never load a savestate from a level which has been edited between two sessions, ignoring sprites.
Oh good. I was hoping it wasn't a more severe issue. It seems likely that I made this mistake of playing from a file that had been altered but not reloaded. Thank you very much for the information.
Pages: « 1 » Link
Forum Index - SMW Hacking - SMW Hacking Help - Massive Frame Rate Drop.

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks