Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[feature request][optimization] reduce the amount of OCR calls by timing the intervals of each call #55

Open
Gin890 opened this issue Mar 3, 2021 · 0 comments

Comments

@Gin890
Copy link
Contributor

Gin890 commented Mar 3, 2021

If I understand the code correctly, currently the code runs in a loop as fast as it can to do OCR during battles and other states. There can be a controlled timing based on the states and the text just read. For example:

  • When resetting the game, wait a long time before reading, so that it doesn't read texts on the game title screen.
  • During battle, if it detects the pokemon uses a move (xxx used yyy!), wait several more miliseconds before the next iteration because a move call usually lasts longer than other battle texts.
    This can be tricky because different hardware may have different latency. So either the user can set a delay value in the config, or (with more complexity) have the program to detect this latency by itself and adjust it accordingly.
@Gin890 Gin890 changed the title [feature request][optimization] reduce the amound of OCR calls by timing the intervals to each call [feature request][optimization] reduce the amount of OCR calls by timing the intervals of each call Mar 3, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant