Difference between revisions of "Profiling"
Jump to navigation
Jump to search
(Created page with "The game has a builtin profiler which can be enabled by setting <code>gShowProfiler</code> to ''TRUE'' in '''src/game/main.c'''. When enabled, colored bars are shown at the bo...") |
(update explanation on reference bars) |
||
(One intermediate revision by the same user not shown) | |||
Line 14: | Line 14: | ||
* Red (right): vblank time related | * Red (right): vblank time related | ||
− | The bottom line (blue, yellow, orange, red) are reference bars | + | The bottom line (blue, yellow, orange, red) are reference bars. Each one marks 1/60 of a second (NTSC). Since Super Mario 64 runs at 30 frames per second in the NTSC versions, two bars are available before the game starts to lag. |
+ | |||
+ | == See also == | ||
+ | |||
+ | * [https://tcrf.net/Super_Mario_64_(Nintendo_64)/Debug_Content Debug Content] on The Cutting Room Floor |
Latest revision as of 09:04, 11 November 2020
The game has a builtin profiler which can be enabled by setting gShowProfiler
to TRUE in src/game/main.c. When enabled, colored bars are shown at the bottom of the screen. Pressing L switches from mode 0 and 1.
In mode 0, the colors of the top profilers have the following meanings:
- Red: sound duration
- Yellow: level script execution
- Orange: render duration
In mode 1, the colors of the top profilers have the following meanings:
- Red (left): sound update times
- Yellow: gfx time related
- Orange: gfx time related
- Red (right): vblank time related
The bottom line (blue, yellow, orange, red) are reference bars. Each one marks 1/60 of a second (NTSC). Since Super Mario 64 runs at 30 frames per second in the NTSC versions, two bars are available before the game starts to lag.
See also
- Debug Content on The Cutting Room Floor