Re: A85: Dumb question


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Re: A85: Dumb question




Just wondering, how many 8X8 sprite per second?  I wrote my own routine that
also used rotating a couple of years ago, but the worst case performance was
similar to PutSprite so i never released the source.  I assume that you are
quoting the best case performance (when the sprite is on a border boundry)??

-----Original Message-----
From: JayEll64@aol.com <JayEll64@aol.com>
To: assembly-85@lists.ticalc.org <assembly-85@lists.ticalc.org>
Date: Sunday, March 07, 1999 11:01 PM
Subject: Re: A85: Dumb question


>
>In a message dated 3/7/99 9:01:03 PM MST, evil_sam@hotmail.com writes:
>
>>   This is probably a stupid question, but which is faster "jp &addr" or
>>  "jr addr"? I thought jp was faster than jr, but with the & sign, I'm not
>>  sure.
>>
>>  Also, has anyone written (on any z80 calc) a clipping sprite routine
>>  faster than those used in SQRXZ?
>>     Sam
>
>Yeah, the ' jp &addr' is the faster instruction.
>
>About the clipping routine, you should check out my own SDR routines (and
>variations thereof) at <a href="http://www.dimension-
>ti.org/macross/pages/projects.html">Macross Software: Routines</a>.  I,
>myself, have actually calculated the regular SDR routine to be 3X faster
than
>Jimmy's PutSprite routine, at almost exactly the same size, because, rather
>than put each individual pixel (like in PutSprite), SDR will rotate each
byte
>in the sprite to line up with the offset, then copy many bits in at once.
>I've also made a clipping variation (as well as a grayscale, clipping,
>masking, and bg saving variation :) that uses extremely efficient self-
>modifying code.
>
>JL
>