Path: utzoo!attcan!uunet!convex!killer!letni!merch!cpe!tif From: tif@cpe.UUCP Newsgroups: comp.sources.games.bugs Subject: Re: tetrix INIT_PAUSE Message-ID: <138600001@cpe> Date: 10 Mar 89 13:22:00 GMT References: <204@sabin.UUCP> Lines: 30 Nf-ID: #R:sabin.UUCP:204:cpe:138600001:000:1394 Nf-From: cpe.UUCP!tif Mar 10 07:22:00 1989 Written 4:09 pm Mar 7, 1989 by sco.UUCP!jonl in cpe:comp.src.gam.b >+-I seem to recall bjm@sabin.UUCP (Brendan J. McMahon) writing: >|How do I adjust the speed without this nonexistant constant? >you change the value of CurrentPause on around line 140 or so in tet.c >to whatever you want. First, to increase the speed tetrix just decrements this value. This means that if you change this to 1000, you'll never even notice the decrement. I think the decrement should be something like CurrentPause -= 10 /* some fraction of original CurrentPause value */ Next, anyone got any ideas on how to do this without the busy-loop stuff? How about doing all reads with a VTIM =< the desired pause time and VMIN of 1. Then using timeb (is that the right name for the time function that gives fractional seconds) to actually time the game and decide when to move pieces. But the way read works if you did several moves in one tick they'd all get done at the end of the tick (is that acceptable?). What we really need is a read that causes interrupts but the only way I can see doing that is with two processes. One that does nothing but wait for keys and send signals to the other. Is this feasible? What about the old signal bug (too many too fast)? Would you have to use sigset and family? Paul Chamberlain Computer Product Engineering, Tandy Corp. {killer | texbell}!cpe!tif