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Releases: Nicktendonick/SummonNightSwordcraftStory3Recomp

Pre-release unfinished build v.061 alpha

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@Nicktendonick Nicktendonick released this 27 Sep 02:53
5a7bc18

Redid the launcher Ui and altered the launcher and Esc menu, and made the whole game work portable. Entire project should be 100% in the folder that the .exe is in.
Actual version with an exe is coming soon, this is not good to go yet.

Pre-release unfinished build v.05 alpha

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@Nicktendonick Nicktendonick released this 24 Sep 04:21
f3f8b92

This actually might be it, I'm not sure. It could very well be close to final release.

Pre-release unfinished build .04

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@Nicktendonick Nicktendonick released this 14 Sep 14:34
5887db2
prerelease04

Merge pull request #6 from Nicktendonick/experiment/custom-combat-ren…

Pre-release unfinished build v.02 widescreen combat test

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@Nicktendonick Nicktendonick released this 14 Sep 01:24
8742044

combat's running slow on this one.

I did get this in terms with the slowdown that it had.
Do any of you have any advice on how I tackle this?

I’ll check the latest capture and compare combat performance with the new renderer on and off to see where the slowdown is coming from.

The capture worked: I found the saved battle state from your latest session at the 384-pixel width. It doesn’t record FPS, but I can replay that exact state for timing comparisons.
The code currently renders the battle three times: the normal frame, a correctness-check frame, and the expanded frame. I’m measuring how much that extra work costs.

The replay confirms a real processing slowdown: the captured battle takes about 10.3 ms per frame with native rendering, 16.3 ms with the extra correctness check, and 21.9 ms with the full 12:5 combat view. That last figure is over the roughly 16.7 ms budget for 60 FPS.
The extra rendering work is the first thing to optimize. I’m finishing the 16:9 comparison before recommending the next change.

Your capture worked, and I confirmed the slowdown.
The combat renderer currently draws each frame three times: normal gameplay, a correctness check, and the expanded view. Your captured battle took approximately:
Native rendering: 10.3 ms/frame
Widescreen combat: 21–22 ms/frame
Budget for 60 FPS: 16.7 ms/frame
These are processing measurements, but they agree with your reported slowdown.
The next step is to remove redundant rendering while preserving the visuals and safety checks. I haven’t changed your working executable yet.

Pre-release unfinished build v.02 alpha

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@Nicktendonick Nicktendonick released this 09 Sep 19:26
51c89fd

An updated version with better widescreen. Technically the game should be playable.

Pre-release unfinished build v.01 alpha

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@Nicktendonick Nicktendonick released this 08 Sep 00:26
0255f4c

This is a non-working static decomplication of Summon Night Sword Craft Story 3