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Subject: Re: [stella] GunFight 2600: One Limit Reached! From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Fri, 16 Feb 2001 13:04:44 +0100 |
Manuel Polik wrote:
> Changes:
> 1 - assimilated all of Thomas' superior knowledge and put it
> straight into the kernel
Well, you almost did, but i think it's my fault. I'll try to exlain my tip #3 by example.
In your code, you do something like:
nextLine:
TXA
CLC
SBC verPos
ADC #$13
TAY
BCC SkipDraw
LDA (playerpointer),Y
STA GRP0
...
DEX
BNE nextLine
What i meant is something like that:
tya
; CLC ; i think you already eliminated this
SBC verPos
ADC #$13
BCC SkipDraw
LDA (playerpointer),Y
STA GRP0
...
dey
BNE nextLine
Notice that i didn't change Y, i'm directly using the line counting value. You "just" have to change the pointer variables and realign your data ;-)
The example only saves 2 cylces (you're doing this twice), but it frees X for something else.
For your missile problem, i'd suggest the following trick, which can be found in the Combat listing:
ldx #ENAM1
txs
...
cpy M0line
php
cpy M1line
php
You can use this for the ball too.
Have fun
Thomas
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