Subject: Re: [stella] Sprites source code From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Fri, 7 Mar 1997 12:44:21 -0700 (MST) |
> > >On Thu, 6 Mar 1997, Nick S Bensema wrote: > >> >- Do you think that a different way of storing X coordinates might lead to >> >a more efficient code during screen drawing? For example: > >> Though it could be as simple as this: > ><tech stuff deleted> > >Nick, what you were talking about was unnecessary, the values that would >be stored in the byte are already adjusted after the calcpos routine was >called. That routine takes an X coordinate and translates it into the >correct rough and fine positioning values. Those can then be combined >into a 1 byte value as the original poster stated. Please remember that >the code I uploaded is VERY sloppy. I was just winging it, and plan a >total rewrite now that the concept is down. Your code was sloppy? Mine was WRONG... at least the LSR parts. But one could save a lot of memory with minimal quality loss by simply using the FC_XPOS (fine+coarse XPOS, for clarity) as the official register for storing something's X position; it really wouldn't need to be calculated further unless one wants to do the EOR #8 ahead of time to save a few cycles in the drawing subroutine. To convert a literal X position into FC_XPOS, and amke it accurate along the entire screen.... that would take a divide-by-15 routine, which really demands either a tedious INY-SBC-BCC loop, or a long network of CMP-BCC's. But it would save time if one wanted to re-use a sprite while in the middle of scanning a screen, certainly. -- To unsubscribe, send the word UNSUBSCRIBE in the body of a message to stella-request@xxxxxxxxxxx
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