Started by Nworc, 15:57, 12 January 22
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Quote from: GUNHEDJust in case you're not using a bunch of LDI commands...
Quote from: Nworc on 10:06, 14 January 22You sound like making fun of the LDI trick.
Quote from: Nworc on 10:06, 14 January 22The saving comes from using LDIs instead of LDIR - 5 NOPs versus 6. Not having to deal with the BC registers is almost irrelevant. So, effectively saving &2A NOPs for each row which is copied in the tower code, multiplied by the number of rows to copy saves a lot. The memory you need for that is irrelevant, compared to what you save in computation time.
Quote from: andycadleyIs there any particular reason not to use Arkos Tracker 2? It seems to be the defacto tool of choice these days (and with good reason).
Quote from: BSCFor composition I would use Soundtrakker. This Arkos stuff is incredibly over-hyped ;-)The music in this prod, for example, was composed using ST128
Quote from: Nworc on 18:18, 14 January 22In order to come back to the point of this thread: o Do you know someone good at graphics? o Which sound composer would you choose nowadays if not opting for the Arkos Tracker 2?
Quote from: Nworc on 20:02, 14 January 22Hahah, that one is good. I still have my original disk of ST128 lying around here (always kept it like a treasure) - and as a strange fact I also have the original from Crittersoap - I guess it was in one of the boxes I got from the last Castle Party sale off. The mini-demo is cool by the way! And good to know that Rex is still on the scene ... I hope you don't have an exclusive contract with him! ;-)
Quote from: GUNHEDHowever, people here will probably be more willing to help you if they know you.There was a similar discussion just recently.
Quote from: Nworc on 20:02, 14 January 22Hahah, that one is good. I still have my original disk of ST128 lying around here (always kept it like a treasure) - and as a strange fact I also have the original from Crittersoap - I guess it was in one of the boxes I got from the last Castle Party sale off.
Quote from: Nworc on 01:39, 14 January 22Curlypaul, I have had a quick look into the code of your rotating tower prototype. I really like it, it's beautiful.Thank you! And thank you for the hint. I've learned lots of tine saves since coding that, but I didn't know this one A small hint to improve speed a little. In the following code: push de ld b,0 ld c,&2A ;; Todo calculate this from the row struct ldir ;; HL first pixel of last line, de first pixel of this line, bc bytes to copy pop deLDIR is expensive, costing you 6 NOPs for each byte you transfer. As the amount of bytes you want to copy is just &2A size, the easiest step to get a little more speed is to use LDI instead, costing you only 5 NOPs for each byte, so you would end up with something like: push de ldi ldi ldi (... and so on, LDI repeated &2A times altogether ...) pop deyou don't even need to set BC for that, again saving a little. Keep up your good work, and looking forward to see a demo from you.
Quote from: GUNHED on 03:27, 14 January 22Instead....LD B,0LD C,&2Abetter use:LD BC,&002AOne byte shorter, one us more quick.Just in case you're not using a bunch of LDI commands...
Quote from: ProdatronIt's nice to see you back! And I am still using your Cruncher btw
Quote from: Curlypaul on 21:59, 18 January 22Really? I still do this, I thought I learned individually was quicker from the tutorials I did, but there was a lot to take in so may have misremembered. Or it different when the source is a register?
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