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Subject: Aw: Aw: [stella] Playfield ram usage From: cybergoth@xxxxxxxx Date: Wed, 22 Aug 2001 10:39:55 +0200 (CEST) |
Hi Glenn!
Uhm... forget what I wrote in the other mail. You'll have the tombstones
appear/disappear while playing a level, right?
What about not limiting the # but the possible positions instead?
Let's say you've only one tombstone per PF byte?
Then you'd have a simple table like:
PFVals:
.byte %00000001
.byte %00000010
.byte %00000100
.byte %00001000
.byte %00010000
.byte %00100000
.byte %01000000
.byte %10000000
Now you'd only need 3 bit to decode your data. Hm... add another 8 vals...
PFVals:
.byte %00000001\
.byte %00000010
.byte %00000100
.byte %00001000 one tomstone
.byte %00010000
.byte %00100000
.byte %01000000
.byte %10000000/
.byte %00010001\
.byte %00100010
.byte %01000100
.byte %10001000 two tombstones
.byte %00010001
.byte %00100010
.byte %01000100
.byte %10001000/
Ok, now we need 4 Bit to decode PF areas with 1 or 2 tombstones.
That reduces your byte usage by 50% and shouldn't be too hard to
unpack. Uhm... I've a very dirty trick... might work... do the
table like this:
ORG FX00 ; 16 low nibbles
PFVals:
.byte %00000001\
.byte %00000010
.byte %00000100
.byte %00001000 one tomstone
.byte %00010000
.byte %00100000
.byte %01000000
.byte %10000000/
.byte %00010001\
.byte %00100010
.byte %01000100
.byte %10001000 two tombstones
.byte %00010001
.byte %00100010
.byte %01000100
.byte %10001000/
ORG FX10 ; first high nibble
.byte %00000001\
ORG FX20 ; second high nibble
.byte %00000010
ORG FX30 ; third high nibble
.byte %00000100
ORG FX40 ; fourth high nibble
.byte %00001000
...
Hehe, cool! Now you can decode the high/low nibbles
ultra fast... :-)
Greetings,
Manuel
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