I imported the source into an Xcode project, and I think it compiled just fine. It's been a while, so I don't know for sure.
The main responsiveness issue was a half-second delay each time the cursor moved (holding down an arrow key counts as multiple moves and takes a painfully long time). This appeared to be caused by the drawing code, which must have had lots of smaller overlapping redraws or something (once again, I can't remember exactly). I hacked it to redraw the entire screen once, but only after each keystroke (which is not perfect, but good enough in most places). It would be more correct to fix what exactly is slowing down the original redraw code, but I was lazy.
Also, music playback was broken. I managed to get it working by doing something like asking SDL for 16-bit signed audio instead of unsigned, or vice versa (don't remember). However, because of my drawing hack, it doesn't scroll to the #play command that's currently running.
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The main responsiveness issue was a half-second delay each time the cursor moved (holding down an arrow key counts as multiple moves and takes a painfully long time). This appeared to be caused by the drawing code, which must have had lots of smaller overlapping redraws or something (once again, I can't remember exactly). I hacked it to redraw the entire screen once, but only after each keystroke (which is not perfect, but good enough in most places). It would be more correct to fix what exactly is slowing down the original redraw code, but I was lazy.
Also, music playback was broken. I managed to get it working by doing something like asking SDL for 16-bit signed audio instead of unsigned, or vice versa (don't remember). However, because of my drawing hack, it doesn't scroll to the #play command that's currently running.
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