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PostPosted: Sat Sep 22, 2007 3:54 am 
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Introduction
I will keep my old tutorial as a reference only: viewtopic.php?f=69&t=624
This tutorial increases the fps from app 300 to app 900 when the fps is unlocked in a unedited MSE1.

Download source code: http://www.key2heaven.net/GFXOutputOptimizeSrc.rar

Difficulty: 3/5
Understanding: 3/5

Backup your source!

You must realize that this tutorial is for the default layers in a unedited MSE1, so if you added more layers, you need to figure out how to add the new subs for them. Also, there is a problem if you use a longer player name, then you need to change the Xchange1-2 and Ychange1-2 for the playerspace and playerfringespace.

Client Side Only!
Begin with adding this to a module, modGameLogic works fine:
Code:
Sub BltTileXY()
Dim xChange1 As Byte, xChange2 As Byte, yChange1 As Byte, yChange2 As Byte
Dim x1 As Long, y1 As Long
yChange1 = 2
yChange2 = 2
xChange1 = 2
xChange2 = 2
       
    If GetPlayerY(MyIndex) - 2 < 0 Then yChange1 = 1
    If GetPlayerY(MyIndex) + 2 > MAX_MAPY Then yChange2 = 1
    If GetPlayerX(MyIndex) - 2 < 1 Then xChange1 = 1
    If GetPlayerX(MyIndex) + 2 > MAX_MAPX Then xChange2 = 1
           
    If GetPlayerY(MyIndex) - 1 < 0 Then yChange1 = 0
    If GetPlayerY(MyIndex) + 1 > MAX_MAPY Then yChange2 = 0
    If GetPlayerX(MyIndex) - 1 < 0 Then xChange1 = 0
    If GetPlayerX(MyIndex) + 1 > MAX_MAPX Then xChange2 = 0
           
    For y1 = GetPlayerY(MyIndex) - yChange1 To GetPlayerY(MyIndex) + yChange2
        For x1 = GetPlayerX(MyIndex) - xChange1 To GetPlayerX(MyIndex) + xChange2
            Call BltTile(x1, y1)
        Next x1
    Next y1
End Sub

Sub BltEnemySpace(ByVal i As Byte)
Dim xChange1 As Byte, xChange2 As Byte, yChange1 As Byte, yChange2 As Byte
Dim x1 As Long, y1 As Long
yChange1 = 2
yChange2 = 1
xChange1 = 1
xChange2 = 1
           
    If MapNpc(i).y - 2 < 0 Then yChange1 = 1
    If MapNpc(i).y + 2 > MAX_MAPY Then yChange2 = 1
    If MapNpc(i).x - 2 < 1 Then xChange1 = 1
    If MapNpc(i).x + 2 > MAX_MAPX Then xChange2 = 1
           
    If MapNpc(i).y - 1 < 0 Then yChange1 = 0
    If MapNpc(i).y + 1 > MAX_MAPY Then yChange2 = 0
    If MapNpc(i).x - 1 < 0 Then xChange1 = 0
    If MapNpc(i).x + 1 > MAX_MAPX Then xChange2 = 0
           
    For y1 = MapNpc(i).y - yChange1 To MapNpc(i).y + yChange2
        For x1 = (MapNpc(i).x - xChange1) To (MapNpc(i).x + xChange2)
            Call BltTile(x1, y1)
        Next x1
    Next y1
End Sub

Sub BltPlayerSpace(ByVal i As Byte)
Dim xChange1 As Byte, xChange2 As Byte, yChange1 As Byte, yChange2 As Byte
Dim x1 As Long, y1 As Long
yChange1 = 2
yChange2 = 2
xChange1 = 3
xChange2 = 2

    If GetPlayerY(i) = 2 Then yChange1 = 2
    If GetPlayerY(i) = MAX_MAPY - 2 Then yChange2 = 2
    If GetPlayerX(i) = 2 Then xChange1 = 2
    If GetPlayerX(i) + 2 = MAX_MAPX Then xChange2 = 2
           
    If GetPlayerY(i) = 1 Then yChange1 = 1
    If GetPlayerY(i) = MAX_MAPY - 1 Then yChange2 = 1
    If GetPlayerX(i) = 1 Then xChange1 = 1
    If GetPlayerX(i) + 1 = MAX_MAPX Then xChange2 = 1
           
    If GetPlayerY(i) = 0 Then yChange1 = 0
    If GetPlayerY(i) = MAX_MAPY Then yChange2 = 0
    If GetPlayerX(i) = 0 Then xChange1 = 0
    If GetPlayerX(i) = MAX_MAPX Then xChange2 = 0
           
    For y1 = GetPlayerY(i) - yChange1 To GetPlayerY(i) + yChange2
        For x1 = (GetPlayerX(i) - xChange1) To (GetPlayerX(i) + xChange2)
            Call BltTile(x1, y1)
        Next x1
    Next y1
End Sub

Sub BltEnemyFringeSpace(ByVal i As Byte)
Dim xChange1 As Byte, xChange2 As Byte, yChange1 As Byte, yChange2 As Byte
Dim x1 As Long, y1 As Long
yChange1 = 2
yChange2 = 1
xChange1 = 1
xChange2 = 1
           
    If MapNpc(i).y - 2 < 0 Then yChange1 = 1
    If MapNpc(i).y + 2 > MAX_MAPY Then yChange2 = 1
    If MapNpc(i).x - 2 < 1 Then xChange1 = 1
    If MapNpc(i).x + 2 > MAX_MAPX Then xChange2 = 1
           
    If MapNpc(i).y - 1 < 0 Then yChange1 = 0
    If MapNpc(i).y + 1 > MAX_MAPY Then yChange2 = 0
    If MapNpc(i).x - 1 < 0 Then xChange1 = 0
    If MapNpc(i).x + 1 > MAX_MAPX Then xChange2 = 0
           
    For y1 = MapNpc(i).y - yChange1 To MapNpc(i).y + yChange2
        For x1 = (MapNpc(i).x - xChange1) To (MapNpc(i).x + xChange2)
            Call BltFringeTile(x1, y1)
        Next x1
    Next y1
End Sub

Sub BltPlayerFringeSpace(ByVal i As Byte)
Dim xChange1 As Byte, xChange2 As Byte, yChange1 As Byte, yChange2 As Byte
Dim x1 As Long, y1 As Long
yChange1 = 2
yChange2 = 2
xChange1 = 3
xChange2 = 2

    If GetPlayerY(i) = 2 Then yChange1 = 2
    If GetPlayerY(i) = MAX_MAPY - 2 Then yChange2 = 2
    If GetPlayerX(i) = 2 Then xChange1 = 2
    If GetPlayerX(i) + 2 = MAX_MAPX Then xChange2 = 2
           
    If GetPlayerY(i) = 1 Then yChange1 = 1
    If GetPlayerY(i) = MAX_MAPY - 1 Then yChange2 = 1
    If GetPlayerX(i) = 1 Then xChange1 = 1
    If GetPlayerX(i) + 1 = MAX_MAPX Then xChange2 = 1
           
    If GetPlayerY(i) = 0 Then yChange1 = 0
    If GetPlayerY(i) = MAX_MAPY Then yChange2 = 0
    If GetPlayerX(i) = 0 Then xChange1 = 0
    If GetPlayerX(i) = MAX_MAPX Then xChange2 = 0
           
    For y1 = GetPlayerY(i) - yChange1 To GetPlayerY(i) + yChange2
        For x1 = (GetPlayerX(i) - xChange1) To (GetPlayerX(i) + xChange2)
            Call BltFringeTile(x1, y1)
        Next x1
    Next y1
End Sub

Sub BltFringeXY()
Dim xChange1 As Byte, xChange2 As Byte, yChange1 As Byte, yChange2 As Byte
Dim x1 As Long, y1 As Long
yChange1 = 2
yChange2 = 2
xChange1 = 2
xChange2 = 2
           
    If GetPlayerY(MyIndex) - 2 < 0 Then yChange1 = 1
    If GetPlayerY(MyIndex) + 2 > MAX_MAPY Then yChange2 = 1
    If GetPlayerX(MyIndex) - 2 < 1 Then xChange1 = 1
    If GetPlayerX(MyIndex) + 2 > MAX_MAPX Then xChange2 = 1
           
    If GetPlayerY(MyIndex) - 1 < 0 Then yChange1 = 0
    If GetPlayerY(MyIndex) + 1 > MAX_MAPY Then yChange2 = 0
    If GetPlayerX(MyIndex) - 1 < 0 Then xChange1 = 0
    If GetPlayerX(MyIndex) + 1 > MAX_MAPX Then xChange2 = 0
           
    For y1 = GetPlayerY(MyIndex) - yChange1 To GetPlayerY(MyIndex) + yChange2
        For x1 = GetPlayerX(MyIndex) - xChange1 To GetPlayerX(MyIndex) + xChange2
            Call BltFringeTile(x1, y1)
        Next x1
    Next y1
End Sub


Replace:
Code:
For y = 0 To MAX_MAPY
                For x = 0 To MAX_MAPX
                    Call BltTile(x, y)
                Next x
            Next y

With this:
Code:
If InEditor Or MapRedraw Then
            For y = 0 To MAX_MAPY
                For x = 0 To MAX_MAPX
                    Call BltTile(x, y)
                Next x
            Next y
        Else
            Call BltTileXY
        End If

Under that, add this code inside: Inside If MapNpc(i).Num > 0 Then!
Code:
Call BltEnemySpace(i)

So it looks like:
Code:
If MapNpc(i).Num > 0 Then
                ' Blit tiles around the npc
                Call BltEnemySpace(i)
            End If

Below that, add this code into: If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
Code:
Call BltPlayerSpace(i)

So it looks like:
Code:
 If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
                ' Blit tiles around the player
                Call BltPlayerSpace(i)
            End If

Below:
Code:
' Blit out the npcs
        For i = 1 To MAX_MAP_NPCS
            Call BltNpc(i)
        Next i

Add:
Code:
' Blit out the tiles around the npc
        For i = 1 To MAX_MAP_NPCS
            ' Make sure that theres an npc there, and if not exit the sub
            If MapNpc(i).Num > 0 Then
                ' Blit tiles around the npc
                Call BltEnemyFringeSpace(i)
            End If
        Next i

Below this:
Code:
' Blit out players
        For i = 1 To MAX_PLAYERS
            If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
                Call BltPlayer(i)
            End If
        Next i

Add:
Code:
' Blit out the tiles around the player
        For i = 1 To MAX_PLAYERS
            ' Make sure that theres an player there
            If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
                ' Blit tiles around the player
                Call BltPlayerFringeSpace(i)
            End If
        Next i

Now, replace this:
Code:
For y = 0 To MAX_MAPY
                For x = 0 To MAX_MAPX
                    Call BltFringeTile(x, y)
                Next x
            Next y

With this:
Code:
If InEditor Or MapRedraw Then
            For y = 0 To MAX_MAPY
                For x = 0 To MAX_MAPX
                    Call BltFringeTile(x, y)
                Next x
            Next y
            MapRedraw = False
        Else
            Call BltFringeXY
        End If

Under:
Code:
Public InEditor As Boolean

Add:
Code:
Public MapRedraw As Boolean

Under (this is inside "playerdata"):
Code:
' Check if the player is the client player, and if so reset directions
        If i = MyIndex Then
            DirUp = False
            DirDown = False
            DirLeft = False
            DirRight = False
        End If

Add:
Code:
 MapRedraw = True

Now at the bottom of:
Code:
If LCase(Parse(0)) = "mapdone" Then

Before the Exit Sub, add:
Code:
MapRedraw = True


That should be it, im pretty sure I remembered to add everything. And I couldn't find a bug with it when I tested it. This helps a lot to improve the fps. The other surface tutorial might be a better choise, but for sure harder to add. This tutorial however could be difficult to add new things too. But onse you understand how the xchange and those variables work it's piece a cake :)

Good luck and hope it work!

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PostPosted: Tue Apr 15, 2008 8:46 pm 
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pardon the necro. my fps only goes to about 600 after this tutorial, not to mention the text and animation doesnt work properly :P could you reupload william, i want to see the 900 fps boost myself. btw i did add this to a vanilla mse1.


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PostPosted: Tue Apr 15, 2008 9:31 pm 
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Depends on the machine your running dude.


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PostPosted: Tue Apr 15, 2008 10:54 pm 
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[EDIT]
I got everything running great, but im not sure how to go about fixing the text. The problem is that when text is blted where no players are, it isnt cleared (such as an fps label in corner). Only thing I can think of is to edit drawtext so it measures the dimensions and reblts the tiles underneath the text. I bet that would really drag the fps back down :[. Any ideas?

lol yeah I also get a 5fps max for WoW. It looks more like a slideshow than a game.


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PostPosted: Sun May 04, 2008 7:03 pm 
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Are you talking about the text when you type something? This tutorial doesn't include that, it was kinda made for a text box chat system. But either way, you might as well be talking about the chat on screen thing.

If you talk about the text typing, as the default mse1 has. You could just add a blt for like this:

Code:
for i =0 to max_mapx
  call blttile(x,max_mapy)
next i


Or if your talking about the chat on screen, you will need to make it some what different and a little bit more complicated. is that what you want?

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PostPosted: Fri Jan 09, 2009 8:34 pm 
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