Aw: Re: [stella] Brainstorming: Porting Smithereens/Catapult/Stone Sling

Subject: Aw: Re: [stella] Brainstorming: Porting Smithereens/Catapult/Stone Sling
From: "Thomas Jentzsch" <tjentzsch@xxxxxx>
Date: Thu, 24 Jul 2003 10:26:18 +0200
Manuel wrote:
> Why a third write to PF1?

Too many striped PFs and not enough sleep. :-)

> The bottom kernel then does the real work. It's line counter is already indexing all data tables and you never have to answer the "to draw or not to draw" question - you just always draw.

Yup (except for the ball).

> With a game that simple, you can then buffer all your shape/NUSIZX/HMMX data into the RAM.
> If, lets say the bottom kernel does 10 2LK lines you can buffer all kernel data in 2*4*10 = 80 bytes, leaving still almost 50 bytes free...

That will only save 1 cycle for every read (lda zp,x vs. lda (ind),y). Since you are already doing a 2LK, I don't think this will be necessary. Except maybe for the castles, though the O2 version uses precalculated graphics there too.


ComputerBild (15-03) empfiehlt: Der beste Spam-Schutz ist bei
WEB.DE FreeMail - Deutschlands beste E-Mail -

Archives (includes files) at
Unsub & more at

Current Thread