Subject: Re: [stella] perfect timing From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sun, 11 Nov 2001 11:14:34 +0100 |
Glenn Saunders wrote: > Okay, I think I managed to get a 2 line kernel working completely without > the use of WSYNCs at all! > Boy was it a lot of work. I know! You have been warned :-) > Thomas, I integrated your new Tombstone indexer routines which seem to work > but the first row of tombstones only shows 7 lines instead of 8. Do you > what that might be? Yes, I think Y starts one to low, so the first block is one line to small. I don't have your actual source, but if you are using mine, then it should work, if you simply swap DEY, TYA. That way, A get's the previous Y value, which in result will delay your row-blocks by one line. > So right now we've got 26 cycles of processing time before I blank out the > playfield for the 2nd line of the linepair (the blankout code can move > around some of course) and then a whopping 64 cycles in a row. > So that's a total of 90 cycles free for the line-pair. 90 cycles sound's a bit to low for me. How are the other 62 used? (PF + HMOVE + loop = max. 55) > It takes 30 cycles a piece, by my calculations, to do the missiles. So > that's 60 cycles right there. That would consume the majority of the > sprite line, leaving barely enough to generate one car. > It looks to me like there is enough time to do 3 of the 4 objects, but not > all 4. With 26 cycles (which is my count), you'd gain 8 more cycles here, the optimal player drawing routine need 18 cycles, so 38 cycles are enough. Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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