Subject: Re: [stella] Newbie Cycle Counting Question From: "Eric Ball" <ericball@xxxxxxxxxxxx> Date: Mon, 14 Apr 2003 21:16:43 -0400 |
The Z26 trace file also has a wealth of cycle information, not only opcodes but sprite positions as well. A trick I use for most instructions is to count the number of memory accesses. So LDA (ZP),Y requires 1 cycle to fetch the opcode 1 cycle to fetch the ZP pointer 1 cycle to fetch the LSB 1 cycle to fetch the MSB 1 cycle to fetch the data (Yes, I know that if the Y offset goes over a page boundary there's another cycle, but you make sure your tables don't do that.) For programming I am finding a simple spreadsheet very useful for creating kernels. Kind of Z26 trace in reverse. I list the 6507 cycle numbers in one column and pixel positions in the next, then put in the next columns stuff like playfield starts or where I need to position sprites (with HMOVE values). Then I can start laying out the instructions in the next column and easily move them up or down and see where I have spare cycles. It's also great if you are updating registers on the fly so you can make sure you aren't updating too soon or too late. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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