Started by martin464, 15:59, 23 November 22
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Quote from: martin464 on 18:45, 23 November 22i found one annoying thing, the screen address lookup table is 2 bytes per line so you double the y line index but that forces 16 bit register (unless game area is <=128 lines). i've ended up having 2 lookup tables one for H and another for L to avoid doubling the index. it would be so much easier to limit the game y lines to 128 but the game won't let me do it. it's just 20 pixels too short visually the extra height is better lookingbut all this extra 16 bit code is not fun to see it when trying to optimize everything else - and only for 20 pixels!
Quote from: Axelay on 12:38, 24 November 22Are you aligning your look up tables for H & L to a page (base address of #??00), so you would only need to load L with the y coordinate and H with the high byte of the of the lookup table base address to reduce any manipulation? And have the tables adjacent in memory so an 8 bit INC/DEC H gets you between them?
QuoteYou won't be able to test the first available VSYNC in the Handler if the interrupt is shifted 32 lines.On a complete frame of 312 lines with an EI on a pending interrupt, 38% of the lines are affected by the delay of the interrupts.
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