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Old 07-14-2008, 09:05 PM   #1 (permalink)
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Default Code to see what type of zune your on


Hey does any one know how to see if the zune is a v1 or v2?



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Old 07-14-2008, 09:13 PM   #2 (permalink)
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Old 07-14-2008, 09:17 PM   #3 (permalink)
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Oh Thank you very much, I forgot about that wiki. I am going to bookmark it.


I would give you rep but it says I spread to spread it around.
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Old 07-14-2008, 11:13 PM   #4 (permalink)
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Undead, its ok to use this to determine if you can support touchpads, but I guess you want to know this to determine how "fast" your game should calc its updates. Thats the wrong way then. You should not calc different things depending on the Zune version.

If I am wrong, then all is good If I am right, just ask what I mean...

Greetings,
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Old 07-14-2008, 11:16 PM   #5 (permalink)
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yea you are right, what I was going to do was just double my variables if it was a v2. Because the v2 runs at half the speed of v1.
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Old 07-14-2008, 11:28 PM   #6 (permalink)
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Just make all motion time based instead. So in your update where you might have done:

position += velocity;

Just put in the elapsed game time:

position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;

Now instead of your character moving "velocity" amount per frame, it moves "velocity" amount per second. So now it doesn't matter how many frames per second it renders, because your characters will all move based on time rather than frames.



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Old 07-14-2008, 11:32 PM   #7 (permalink)
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Quote:
Originally Posted by SimReality View Post
Just make all motion time based instead. So in your update where you might have done:

position += velocity;

Just put in the elapsed game time:

position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;

Now instead of your character moving "velocity" amount per frame, it moves "velocity" amount per second. So now it doesn't matter how many frames per second it renders, because your characters will all move based on time rather than frames.
awesome, thank you I am going to try that now.


Edit- I tried it but it gave a float error, so I changed it an int and now it doesnt work at all
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Last edited by The Undead : 07-14-2008 at 11:41 PM.



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Old 07-15-2008, 12:35 AM   #8 (permalink)
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Yea, thats exactly what I wanted to tell you, but I was in a hurry (needed to get my $%§& to the office )

In Nicks example:

position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;


position and velocity are both Vector2...

How did you define your movement/position variables?
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Old 07-15-2008, 12:51 AM   #9 (permalink)
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Quote:
Originally Posted by DiNoGames View Post
Yea, thats exactly what I wanted to tell you, but I was in a hurry (needed to get my $%§& to the office )

In Nicks example:

position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;


position and velocity are both Vector2...

How did you define your movement/position variables?
ok, thats an easy fix, I just used a variable for the x and the y then updated it. I can change that easily though. Thank you
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