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Started by jjaranda13, 10:07, 27 September 16
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Quote from: cpcuser on 23:01, 23 December 16Ccz80 ++ is more and faster with the sprite and the other bases.Greeting
Quote from: sigh on 16:47, 02 January 17Very impressive examples. Especially "Nibiru".I reckon that with the stars in the background, could it work by using palette swaps to make it smoother?andycadley suggested this idea for the scrolling of the white lines on my football game.It's bascially having 2 pixels - 1 white and the other black next to each other, then swapping the colours around while you scroll it. It gives a very smooth feeling of scrolling.
Quote from: SRS on 22:01, 03 January 17Does it compile with FaBaCom, too ? People could develop and test/debug with normal 8BP/Basic and deliver the final work compiled.
Quote from: jjaranda13 on 14:44, 03 January 17i have tested CPC BASIC Compiler using 8BPconcretely, i have compiled mini-invadersmy conclusions:- around 50% faster- difficult to debug (it is machine code)- no 100% compatible with locomotive basic- useful for programmers which want more speed or hide their code
Quote from: jjaranda13 on 22:28, 03 January 17Yes, the problem with fabacom is the RAM usage. A BASIC game that consumes 10KB, after compiling with fabacom takes 20KB. In fact, CPC Basic compiler takes also certain overload. I have compiler nibiru (17KB) and the compiled version takes 22KB (5KB extra).
QuoteWhen there is needed an extra speed...we can :- eliminate all REM instructions from logic <-- always is a good practice !- change RSX commands by CALL XXXX <--- less understandable code but faster!
QuoteThese two recommendations provide an extra speed, and only if you need more speed , the compilation is justified, because takes more RAM and have compatibility problems. For example, in mini-invaders, the sound command doesnt work properly in the compiled version
Channel Status Byte,Volume Envelope,Tone Envelope,Tone Period (1),Tone Period (2),Noise Period,Volume,Duration of Sound (1),Duration of Sound (2)
channel status, tone period, duration, volume, volume envelope, tone envelope, noise period
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