Subject: Re: [stella] zero page 6-digit routine From: Robin Harbron <macbeth@xxxxxxxxxxxxxxxxxxx> Date: Thu, 26 Mar 1998 14:36:12 -0500 |
Erik Mooney wrote: > > So, what can be done with these spare 13 cycles? :) > > Color changes come immediately to mind. > > This isn't practical for anything but a demo or Supercharger, though - > that much RAM isn't worth sacrificing for color changes or paddle-reading > on lines containing the big sprite. 57 bytes out of 128? :) I've never written a full game for the A2600, but I'm sure that some games could get by with the remaining 71... a few bytes could be saved by saving the stack pointer externally to the routine, I think... and normally 12 bytes are taken up by the zero page pointers - that's integrated into the self modifying code, so we're left with "only" 45 bytes above a regular 6 digit display. Maybe some of the extra cycles could support some extra jumps back into and out of ROM, for the non-selfmod code, so we'd save RAM space, and still have a net gain in cycles free? I'll have to try that, and get this thing moving left and right :) Anyway, yes, it'd be impractical for some games, but not all, I think. -- Robin Harbron <macbeth@xxxxxxxxxxx> http://www.tbaytel.net/macbeth -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html Don't post pirate BINs to Stellalist. Be a programmer, not a pirate. Write the best game, win framed autographs of famous Atari alumni!!
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