Subject: Re: [stella] perfect timing From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Mon, 12 Nov 2001 08:57:38 +0100 |
Glenn wrote: > >You should move the TombstoneIndexer routine at the end of the loop. > >That way you save the extra JMP TombstoneScanline (3 cycles). > > But the downside of that is you can't do important sprite stores at the end > of the scanline. You need to be able to do that to avoid the tearing problems. There can be difference between the scanlines and the code layout. A new scanline can start everywhere in the code. So, the TombstoneIndexer routine can be right at the end of the code and still in the middle of a scanline. (i.E. xxxxx|xxxxxxxxxxx|xxxxlll ) > I know this doesn't sound exactly like what you are suggesting, but given > my level of skill with the 2600 right now, it's the best I can actually > code for. Sure, in the end it should be *your* game (and *your* kernel). Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ______________________________________________________________________________ Keine verlorenen Lotto-Quittungen, keine vergessenen Gewinne mehr! Beim WEB.DE Lottoservice: http://tippen2.web.de/?x=7 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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