|
Subject: Re: [stella] Object handler organisation From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Thu, 07 Nov 2002 14:36:28 +0100 |
Manuel wrote:
>Once again more coding advice is needed.
Maybe instead of looping around the subroutines, separate loops
inside would reduce the overhead a bit.
Or no subroutines at all, and just a big mess of code, where
you check before each block (now subroutine) if it should be
excecuted or not. This can be done by comparing the IDs
directly or by using a table:
LDX #MAXOBJECTS-1
.loop:
LDY sprtsizetype,X
LDA BlockTable,Y
AND #BLOCKMASK1
BEQ .skipBlock1
... ; code for Block1 (e.g. GeneralMovement)
.skipBlock1:
...
.skipBlock2:
...
DEX
BPL .loop ; well, this will probably become a JMP :-)
This is how Thrust does it, but there is no general optimal
solution.
If you are still running out of CPU time, you should try to
schedule the jobs. E.g. you could call some subroutines only in
odd and other only in even frames. This is what I'm doing
(though a bit more complicated) in Thrust too. ;-)
Have fun!
Thomas
----------------------------------------------------------------------------------------------
Archives (includes files) at http://www.biglist.com/lists/stella/archives/
Unsub & more at http://www.biglist.com/lists/stella/
| Current Thread |
|---|
|
| <- Previous | Index | Next -> |
|---|---|---|
| [stella] Object handler organisatio, Manuel Polik | Thread | Re: [stella] Object handler organis, Christopher Tumber |
| [stella] Object handler organisatio, Manuel Polik | Date | Re: [stella] Playfield Basics (newb, Andrew Davie |
| Month |