Subject: Re: [stella] RPG progress From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sun, 22 Feb 2004 21:49:05 +0100 |
Paul Slocum wrote: > Without a HUGE improvement in the speed of the map generation, I > don't know of a way to fix it. And rewriting the map generation > system is not something I'm too excited about. It is pretty > complicated, and there's not a lot of memory to spare. Have you calculated how much time (worst case) you need in total for scrolling and generating a new line? The are some chances for optimization, but I don't know how much time you have to save. E.g. >From scrollRight: lda levelDataA+4,y ;4 and #$F0 ;2 sta temp ;3 ldx levelDataA,y ;4 lda swap,x ;4 and #$0F ;2 ora temp ;3 sta levelDataA+4,y ;4 = 26 This can be replaced by: lda levelDataA+4,y ;4 ldx levelDataA,y ;4 eor swap,x ;4 and #$F0 ;2 eor swap,x ;4 sta levelDataA+4,y ;4 = 22 There are many more places in the code, where this EOR trick can be used. And if you have enough space (256 bytes) you could replace 4xLSR with a large table and *maybe* save one blank line between the tiles. How about generating the new line into an invisible buffer first and then scroll and copy within one frame? BTW: Why are you using BCD during map generation? Any clever trick I am missing? Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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