Aw: Re: [stella] Maze Craze and 650x

Subject: Aw: Re: [stella] Maze Craze and 650x
From: cybergoth@xxxxxxxx
Date: Tue, 21 Aug 2001 09:59:21 +0200 (CEST)
Hi Thomas!

Von: Thomas Jentzsch <tjentzsch@xxxxxx>
> I've just started disassembling Surround, which has a 20x20 field:
> Alan uses 100 bytes for this, 5 bytes for each row (1*PF0, 2*PF1+PF2), which

For Arkanoid you could do just 2*PF1+PF2 and you'd certainly not have 
20 lines of bricks, but maybe only 8, reducing the data to 32 bytes.

Decoding 4 different states of bricks would then cost 96 bytes, doing it the
easy way.

Might do...

> is the most compact format if you can't calculate the data during the
> display kernel. So ALL manipulations of the field are done directly on the
> data that is needed in the kernel. 

I think it'd be too much to calculate. Between two lines of bricks you'd have to
to calculate 4 new PF values. Maybe if you'd get all of that in 2 scannlines,
it'd look ok. But in these 2 calculating-scanlines you'd already lose some cycles
for this sequence:

LDX #$1X
CPY Ball1
CPY Ball2
CPY Ball3

which you'd have to execute in both calculation lines...

> I think this approach may help saving
> some bytes, although it would be "a bit" more complicated for Arkanoid.

It still might work out in the end :-)

Hm... while displaying one line of bricks, you possibly can already
calculate part of the next?

Looks like we're working on yet another Holy Grail...

BTW: No - I've no intention at all doing it. But I admire the problem :-)


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