Subject: Re: [stella] need 16-bit math for JoustPong? From: David Galloway <davidgalloway@xxxxxxxxxxxxxx> Date: Thu, 05 Feb 2004 01:21:43 -0800 |
So, is my coding style going to be totally illegible, always putting the high byte first? I assume it doesn't make a computational difference...I think it would be good coding practice to keep the low byte first (little endian) ; addresses on the 6507 are low byte, high byte. example lda (zp),y And keeping your 16 bit math routines the same can possibly save space and prevent bugs.
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