Subject: Re: [stella] Qb/Demo background animation (very rudimentary) From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Sat, 3 Feb 2001 01:31:14 +1100 |
Thanks to Manuel for the comments. I checked on Z26 and it was ALL screwy. Worked OK on PCAE... obviously timing is a little different in those emulators. Attached is a new version, incorporating some of Manuel's suggestions... which also appears to show similar timing on both PCAE and Z26. I've totally reworked the display system - its a bit more interesting now, being modularly divided into subroutines. Note: This is still just something I'm playing around with... no finished product promised :) Cheers A -- _ _ _| _ _ _| _ * _ _ , (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\ ,-' \ see my Museum of Soviet Calculators at ( \ http://www.taswegian.com/MOSCOW/soviet.html \ __ / L,~' "\__/ @--> v ----- Original Message ----- From: "Manuel Polik" <manuel.polik@xxxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Friday, February 02, 2001 10:42 PM Subject: Re: [stella] Qb/Demo background animation (very rudimentary) > Hi again Andrew! > > (Note: This is a repost. In the first try I attached a Z26 screenshot > GIF and I fear it doesn't make it through the SPAM filters of the list. > If the first version comes through anyway, search for ***** in _this_ > mail, where I changed something important!) > > > Here's a newer version. The target display (top right) is now functional, > > and you can move 'cubes' around (only the one at top left at start-up, > > though). This demo so far is all background. As soon as I can find my > > manual... I'll start tackling sprites. > > Are you sure you sent the correct binary? > On Z26 I experience timing problems and the target display seems to be > random, more or less. > > > Source code is included in this post > > (enjoy!), and as you can see I seem to have HEAPS of processing time > > available for sprites, etc., during the kernal display. > > I spent some hours yesterday reading & tweaking it, really a great job > so far. > (I was even stunned by some DASM features I didn't know like REPEAT - > REPEND) > > Some thoughts: > Sooner or later you'll have to do ROM optimisation. For example I found > you're using a complete 256 byte table with the numbers from 0 to 255. > It's only acessed for incrementing by 3: > > lda next+3,x > cmp #8*3 ;PFSIZE > bcs nn > jmp nexlin0 > > Just replace that with: > > inx > inx > inx > cpx #8*3 ;PFSIZE > bcs nn > jmp nexlin0 > > You might need to skip one of the NOPS in the code above that to fix the > timing. Philosophical question: Are 2 cycles worth 256 Bytes of ROM? > ***** Besides, you could rearrange your whole data in a way that you can > do a decrementing loop, with a dex,dex,dex,bne sequence you'd would have > exactly the same number of cycles than in your original sequence > :-)***** > > The code for drawing the 6 top and bottom lines is copied 6 times in the > ROM. It can easily be put in a subroutine. (You can't do that with the > more timing critical action-field, of course.) > > I tried these two things yesterday, freeing nearly 1K of ROM space!! > > For the RAM issues: It'd of course be easy to free lots of RAM, if the > blocks would *teleport* instead of *move* > Even if they'd only move vertically and teleport horizontally would free > 38 Bytes. > > But you've still ~ 40 bytes RAM left, I think this might be enough for > the sprites anyway. > > Another thing: I bet that the blank lines in both PF frames will cause > you lots of troubles sooner or later. You'll see that, when running out > of ROM, this effect will steal lot's of prescious cycles... > At the moment it just wastes some hundreds of Bytes, but I guess you'll > need 'em soon :-) > (Maybe it'd already help a lot to change the PF pattern only every three > lines instead of every line, just popped to my mind. Judging from your > 6x6 pixel PF resolution, a single line PF update is such a great waste > of cycles & ROM...) > > I hope you don't take this as criticism about your programming style > (which it isn't), it's just some (maybe helpful) thoughts to keep you > going :-) > > Can't wait for the next update, > greetings, > Manuel > > - > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ >
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