Subject: Re: [stella] need 16-bit math for JoustPong? From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Thu, 5 Feb 2004 16:53:59 +0100 |
David Galloway wrote: > 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. > Also, since it is standard practice, someone can more easily read your > code and you can read others code. This is all true, but not always. E.g. separting the integer and fractional parts allows looping over the integer parts for horizontal positioning, using the same index for reading the position (xPos,X) and writing to the hardware registers (RESP0,X; HMP0,X). Else you would need two separate indexes. Have?fun! Thomas _______________________________________________________ Thomas?Jentzsch?????????|?***?Every?bit?is?sacred?!?*** tjentzsch?at?web?dot?de?| ______________________________________________________________________________ Nachrichten, Musik und Spiele schnell und einfach per Quickstart im WEB.DE Screensaver - Gratis downloaden: http://screensaver.web.de/?mc=021110 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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