What would be a good method to incorporate framerate changes for "too long" frames, say, change the framerate from 60Hz to 30Hz when a frame of gameplay needs two frames?
Would it be as simple as always running NMIs at 60Hz that update a frame counter, then during the second real frame of a gameplay frame, finish everything then don't do anything else until the next frame - like frameskip?
Maybe one could run code in NMIs that will never use up a lot of time. Then have the more potentially intense routines (enemies, projectiles, etc.) be executed in the reset code, which can alter in framerate when there's not enough time. Would that be not too difficult to do?
For some reason, I have a feeling that these are stupid questions...are they? I'm also wondering - do any other games use this method to avoid slowdown and alter framerate instead?
Would it be as simple as always running NMIs at 60Hz that update a frame counter, then during the second real frame of a gameplay frame, finish everything then don't do anything else until the next frame - like frameskip?
Maybe one could run code in NMIs that will never use up a lot of time. Then have the more potentially intense routines (enemies, projectiles, etc.) be executed in the reset code, which can alter in framerate when there's not enough time. Would that be not too difficult to do?
For some reason, I have a feeling that these are stupid questions...are they? I'm also wondering - do any other games use this method to avoid slowdown and alter framerate instead?