Re: A86: Super fast GridPutSprite


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Re: A86: Super fast GridPutSprite




I know I sound stupid but, what is a aligned sprite routine? What
advantages does a nonaligned routine have over it? Also, where is ROM
page 1 located? Thanx. I'm starting work on a scrolling external level
suported DLoc =)

-InFuZeD 


David Phillips wrote:
> 
> Yeah, I know, but I was bored. ;-)
> 
> This routine, with interrupts disabled, could draw between 18000-19000
> sprites a second.  I can't see a use for anything that fast, but the faster
> you do graphics the more time you have for other stuff.
> 
> P.S.  Do you have any super-fast non-aligned sprite routines you'd like to
> share?
> 
> -----Original Message-----
> From: Jimmy Mårdell <yarin@acc.umu.se>
> To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
> Date: Monday, November 02, 1998 3:24 PM
> Subject: Re: A86: Super fast GridPutSprite
> 
> >
> >At 23:05 1998-11-01 -0600, you wrote:
> >>
> >>Out of curiosity, I decided to unroll the GridPutSprite routine, and the
> >>results are great. Almost a two times speed increase. The time goes from
> >>567 t-states down to 289. The byte size increases from 28 to 44. Not bad
> >>at all. An added bonus is that you can now pass in the address to draw it
> >>to, making it great for greyscale or virtual screens (or both!). Since
> it's
> >>twice the speed, you could draw to a two greyscale planes in the time it
> >>took to draw to a single screen!
> >
> >Aligned sprite routines aren't very much fun to optimize since I don't
> >see how you could ever make such a routine too slow... even the slowest
> >routines I've seen is still much faster than most nonaligned
> >sprites routines; that is, more than 1000 sprites/sec (and the
> >fastest more than 10000 sprites/sec, I'm sure).
> >
> >//Jimmy Mårdell
> >
> >E-mail: yarin@acc.umu.se
> >Homepage: http://www.acc.umu.se/~yarin/


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