Flat Heroes
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We've now finally moved away from using int64s for storing tempo and tempo hold times, as we've found them way too memory inefficient and slow (especially when it comes to loops or being able to generate midi directly from assembly code), and the changes required have been scarce.
There have been a few small fixes to help with the iPod and Kindle (and past versions of the Linux loader used for Linux), while the macintosh versions also get some more HiDPI support for the retina displays.
We've done a couple of performance optimizations in terms of our baked renderer, as well as a fix for the sound driver to fix issues with lack of sound, the car audio not playing, and 1, 2, and 3 not sounding on certain game steps.
This is an optimisation to help prevent the CPU from bogging down, as there was a worrying jump in the CPU usage on load registration points. We now very carefully move it to a background thread where it can't interrupt the loading or rendering process.
We've also done some optimisation here too at the start of the car 0 portion of the game, when you briefly see it start. It has several parts to it where the FFLJKD/JLKDF gadget is called, but one part where it executes code where the sound hardware should be updated. So now this is called most synchronously, handling the sound updates and making sure all the necessary variables are set up. d2c66b5586