Subject: Aw: Re: [stella] need 16-bit math for JoustPong? From: cybergoth@xxxxxxxx Date: Thu, 5 Feb 2004 17:13:27 +0100 (CET) |
Hi there! > 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. I think one should clearly distinguish between "Fractional Adding" and "16 Bit Math" :-) Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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