Subject: [stella] Qb: Latest version v0.02 From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Wed, 14 Feb 2001 01:51:17 +1100 |
Many thanks to Manuel for the suggestions and optimisations on v0.01. Attached is the latest version, v0.02. I find it VERY touchy to code-size changes, which push critical code over page boundaries, changing timing. Difficult to work with. Anyway, you can see the score/info displays up... a nice shaded double-height 6-digit routine in both cases. Source code is now too big to reasonably post to the list - anyone who wants it, please write me and I'll return-email it - for now, anyway. One conceptual problem I have is that when you jump at the top of the screen, your sprite disappears, as sprites are used for the high-score routine. I guess I could detect that, and switch off the score when you do that... but it would look a bit odd. Any suggestions? As for speed, it is dog-slow for me, too, running Z26 under W2K... but it is fast running on PCAE. I have the speed at 'reasonable' under PCAE. Can anyone comment on the speed on a real machine? As usual, *any* feedback much appreciated. Thanks 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: Wednesday, February 14, 2001 1:29 AM Subject: Re: [stella] Qb: Latest version v0.01 > Andrew Davie wrote: > > > As always, any comments/improvements welcome. I sure would like to know > > that some of you are actually following the devlopment of this thing! > > Cheers > > Cool! Looks as usual better every day, Andrew! > Hehe, my Hiscore is 345400, try beating that! :-p > > One thought: Maybe it's a bit early for fine-tuning, but it plays very > slow. When the sprite jumps from one block to another, you're > half-asleep before it lands. (Ok, might be a problem of my system here. > It's Windows 2K on 800 MHz and Z26 works way slower here, compared to my > P133/W95 at home. Strange, isn't it?) > > Some minor things to improve I find in your code: > > - Initialisation: > > Replace: > lda #0 ;D1 ; reflect / score > sta CTRLPF > > lda #$FF > sta level > with: > dex > stx level > > (CTRLPF is already '0') > > --- bgcol1 & pfcol1 would do as well as equates, saving you one byte > immediately and one byte where ever you access 'em. > > --- InitCubes > Replace: > lda #0 > sta TargetDisplay+8 > sta TargetDisplay+9 ; SLIDING TARGET AREA > > sta Grid > sta Grid+1 > sta Grid+2 > sta Grid+3 > with: > lda #0 > ldx #$5 > ClearTG sta TargetDisplay+8,x > dex > bpl ClearTG > > --- CreateTableaux > Replace: > CTab jsr Random > > tay > and #3 > tax > > tya > lsr > lsr > and #3 > tay > with: > CTab jsr Random > and #3 > tax > jsr Random > and #3 > tay > > --- CreateTableaux > Replace: > CheckGrid > > lda Grid,x > and TargetBit,y > beq EnterPosition > > dey > bpl CheckGrid > ldy #3 > > dex > bpl CheckGrid > ldx #3 > bne CheckGrid > with: > CheckGrid > > lda Grid,x > and TargetBit,y > beq EnterPosition > bne CTab > > --- InitCubes > Replace: > lda PlayerCube > and #%11111000 > ora IC_FedCubeIndex > sta PlayerCube > > lda PlayerCube+1 > and #%11111000 > ora IC_FedCubeIndex > sta PlayerCube+1 > > ldx #0 > jsr TieToCube ; tie player to it's cube > ldx #1 > jsr TieToCube > with: > ldx #$01 > PCube lda PlayerCube,x > and #%11111000 > ora IC_FedCubeIndex > sta PlayerCube,x > jsr TieToCube > dex > bpl PCube > > > Ok, I'm running out of time now... hope that frees some bytes for you... > I'm scanning further through the code next time I've some free > minutes... > Hope it helps a bit > > 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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