[stella] unrolling inner loop

Subject: [stella] unrolling inner loop
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Thu, 08 Nov 2001 23:35:30 -0800

I attempted to unroll the inner tombstone loop and I'm probably doing something wrong with the TXS/TSX because the first frame seems to display okay and then the screen goes haywire.


Please take a look at this source to see what's wrong.

I think this unrolled approach is one of several steps necessary to free up cycles.

Originally I had this working as subroutines but that just adds the JSR/RTS overhead. For now, at least, there is enough ROM space left.

I'm also including Build13 which isn't that different from build 10. It just has the better optimized driving code and an HMOVE in the playfield lines and a color change so that the HOME comb shows up.

I haven't yet gotten a missile to show up yet. If anyone has any pointers on how to initialize the horizontal motion for the missiles, let me know. I am using Manuel's positioning routines for P0 and P1 and I don't know if they can be used for the missiles as well.

If I can horizontally position the missiles and turn them on so I can see a strip on either side, then I'll be able to at least comment out the sprite stuff and write in the missile logic/output code for a missile, which we'll need in order to truly evaluate whether this stuff has a chance of fitting together.


Glenn Saunders - Producer - Cyberpunks Entertainment Personal homepage: http://www.geocities.com/Hollywood/1698 Cyberpunks Entertainment: http://cyberpunks.uni.cc

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