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Subject: Re: [stella] "Zombie" optimizations From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Fri, 17 Jan 2003 21:18:46 +0100 |
Christopher Tumber wrote:
> This is the code I'm using in Space Instigators to draw the shots. I'm
> posting it because it's so different the DCP-Solution maybe it sparks
> some ideas...
> lda Scanline ;3 Cycles 2 Bytes
> sbc DrawnShot_Pos_Y ;3 Cycles 2 Bytes
> lsr ;2 Cycles 1 Byte
> tax ;2 Cycles 1 Byte
> lda Player_Shot_Data_Table,x ;4 Cycles 3 Bytes
> sta ENABL ;3 Cycles 2 Bytes
> ;17 Cycles - Could be 15 Cycles by removing the lsr and widening the
> table
Those table based approaches are normally a bit faster than branching.
But you have to "waste" a lot of ROM.
And then there are bit manipulation routines. How about that:
lda Scanline ;3 Cycles 2 Bytes
sbc DrawnShot_Pos_Y ;3 Cycles 2 Bytes
cmp #4 ;2 Cycles 2 Bytes
lda #3 ;2 Cycles 2 Bytes
adc #0 ;2 Cycles 2 Bytes
sta ENABL ;3 Cycles 2 Bytes
15 Cycles and no table. :-)
Have fun!
Thomas
_______________________________________________________
Thomas Jentzsch | *** Every bit is sacred ! ***
tjentzsch at web dot de |
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