Subject: Re: [stella] a quickie From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Mon, 1 Jun 1998 14:59:49 -0700 (MST) |
> Here's another, very simple too... never JMP unless you can't really avoid > it. If you know that some status bit is always 0 or 1 at that point, use a > branch instruction instead, to save a byte and some cycles. And what if > the brach is out of range? Easy: spend a couple of hours re-arranging your > time-sensitive code to make that BNE possible. It happened to me, and might > happen to you too... :) I'd extend that rule to JSR's, if it gets tight enough. > BitmapShape: > .byte $AA > .byte $23 > ZgyzLookupTable: > .byte $00 > .byte $00 > .byte $01 ; <- end of BitmapShape > .byte $01 > .byte $02 Formatting idea... this might clear things up. > BitmapShape: ;BitmapShape: > .byte $AA > .byte $23 > ZgyzLookupTable: ; .byte $00 ;data duplicated in > .byte $00 ; .byte $00 ;ZpyzLookupTable. > .byte $00 ; .byte $01 > .byte $01 > .byte $01 > .byte $02 > Lots of graphics data can be "compacted" in this way. Also, I ended > changing the design of some graphics so that I could compact them better, > and save some more bytes... wicked! I did this to "Dark Mage" but Greg never implemented it. I shaved TONS of space off the fonts by using the Atari 800 font, which has a lot of room for this kind of sharing. Never got to test it because my version of DASM won't compile his code. I think I got the whole alphabet down to like 126 bytes, using six-byte-high characters. Original prototypes used a seven-byte-high font, and I could have compacted that too, by borrowing from the Commodore 64 font. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html
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