Deltatime isn't so terribly hard once you get it working, but it's best to start a project with deltatime instead of converting everything - you've gotta start thinking in terms of moving an object by units/sec. This is part of my standard startup template, the deltatime part is taken from Nicolas's code snippet I believe:
global frameTime# = 1.0
startTime = timer()
` / / M A I N L O O P \ \
MainLoop:
do
position mouse 400,400
goSub HandleDeltaTime
sync
loop
`// gosub routines
HandleDeltaTime:
frameTime# = (frameTime# * 0.8) + ((timer() - startTime) * 0.2)
startTime = timer()
return
And so then you might do something like this:
if upkey()=1 then move object player, 100 * (frameTime# * 0.001)
Which would move the player object at a rate of 100 units per second
It's really not all that hard, but it would certainly be a huge task to implement it in your current stage of development. Not only would you have to find all the references you need to change (big task in of itself) but then you'd need to find the proper rate, which, even worse, it a boring task.
My advice? Save it for SoulHunter 2
I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet