glewis@cit-vax.UUCP (03/04/88)
I typed in "Warrior Cycles" that was in the first issue of Amiga Transactor, and it worked. Great. I modified player number 8 (Joystick), so that I could never turn back on myself, and thus lose. That works fine now, too. However, there seems to be a buffering problem. After your cycle dies, if you move the joystick, it will take those new commands when it starts up your next cycle. The only thing I can see to kill the buffer while the cycle is dead, is to keep calling strategy() even while the cycle is not in the game, and thus clear out the buffer. Is there a good way to get around this problem (and still adhere to the rules of the game, by not modifying any of the source except for Player8.c)? Also, after I first "run cycle p...", everything seems to grind very slowly. For example, I then type "run player1", and the drive sounds as if it were working at 1/2 speed, and even "groans", instead of "grinds". Do you know what I mean? Should I compile "cycle" with a performance monitor and see what is bringing the system to a crawl? Does anybody know what could be doing this? Thank you. -- Glenn -- glewis@cit-vax.caltech.edu