I'm pretty sure it's ran at the same framerate for a while now? Unless you mean the CSE screenshot above, but that's for the CSE not CE.
I added spinning when AI are stunned:
EDIT! - OK so I added rudimentary lap counting and made a couple of other small tweaks:
And
AS PROMISED here is a small test demo if anyone wants to check it out: link removed due to port unlock on new hardware
.
Note that there isn't much to do so it is pretty boring, but I'd appreciate some feedback if anyone would like to test. I've tested it on 5.1.5 and 5.6.0 (using arTIfiCE) and it seemed to work fine. NOTE that the key detection seems a little different in my current CEmu build on W10, but on calc it seems to work fine.
Here is the readme:
Code: Mario Kart CE - pre pre-alpha demo - *** NOT FOR DISTRIBUTION ***
This is an extremely early and potentially buggy test version of
Mario Kart CE (or is it Oiram Trak CE?).
Simply copy MKARTCE.8XP to your calculator with your favourite
flavour of linking software and run it with your prefered method
for running native ASM programs (homescreen, Asm(, shell etc).
Keys:
2nd - Accelerate
Down - Stop
Left - Turn left
Right - Turn right
alpha - Shoot green shell (unlimited but it's the only item)
enter - Change character (8 different chars)
NOTE! The key detection seems to be hit and miss in CEmu on my
Windows 10 laptop. Works OK on hardware from what I can tell?
The demo features you vs 5 AI racers. The AI only drive around
the track, they don't pick up or use any items. You have access
to unlimited green shells as a test item - note that they break
when they hit another racer, a wall or object (they dont yet
bounce around).
There is only 1 track and despite there being a lap counter up
the top left, there is no end to the race (it will probably
overflow if you're really keen).
As mentioned this is pre pre-alpha and should be considered
unstable and potentially dangerous. Whilst it doesn't mess with
anything too serious, it does rearrange a lot of memory when
running.
The graphics are blocky in places because this runs in half-res
(simulated) and is a calculator game ... so sacrifices needed
to be made. It should run at a playable frame rate however.
Collisions, item use, lap tracking and lots of other things are
only preliminary at this stage, so there are bound to be lots
of glitches and stuff. I'd appreciate if you find anything like
this that you let me know.
It is TEST ONLY. Feel free to check it out but please do not
distribute this in the wild as it could have serious bugs that
I am not aware of.
Post thoughts, criticism and findings in the thread on Cemetech.
Enjoy!
tr1p1ea
As noted this is TEST ONLY - please back up your data before trying this out as it may be unstable.
Also please don't distribute this in the wild for this reason.