Subject: Re: [stella] Bit flip From: "TwoHeaded Software" <adavie@xxxxxxxxxxxxx> Date: Mon, 10 Sep 2001 19:03:40 +1000 |
ldx #7 flip lsr zp ; zp holds the byte to flip the bit of rol a dex bpl flip ; on exit, a = flipped byte That's not exactly quick, but it should do the job. It will flip the bits for ANY input, not just a single-bit. Me, I'd be thinking about my algorithm if I needed to do this sort of job. This is not an efficient procedure. It's ugly. Cheers A - Andrew Davie, TwoHeaded Software adavie@xxxxxxxxxxxxx ----- Original Message ----- From: "Glenn Saunders" <cybpunks2@xxxxxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Monday, September 10, 2001 6:51 PM Subject: Re: [stella] Bit flip > At 06:36 PM 9/10/2001 +1000, you wrote: > >Table-lookup, 256 bytes. Index your original value to get the bit-flipped > > > It wouldn't need 256 bytes because if only 1 bit is set then there can only > be 8 possible values: > > 00000001 > 00000010 > 00000100 > 00001000 > 00010000 > 00100000 > 01000000 > 10000000 > > Would need to index a table containing: > > Lookup > %10000000 > %01000000 > %00100000 > %00010000 > %00001000 > %00000100 > %00000010 > %00000001 > > But how do you use a number like that to create an index? > > Would you left shift the accumulator and test for zero and increment the X > register until it reaches zero, then LDA Lookup,X? > > To be more specific, I'm starting to think (getting ahead of myself, before > I even have a working kernel) of how to translate an X/Y coordinate of a > collision into a playfield bitmap RAM write. Because the playfield > registers are stored in alternating normal and reversed bit order I can't > just write directly. I need to potentially reverse the bit order before I > OR it with the proper RAM location. > > > - > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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