Born Dead #0A
02 июня 1999

Coding - As kodit best: generating sine tables, the output attribute black / white sprite.

<b>Coding</b> - As kodit best: generating sine tables, the output attribute black / white sprite.
ЇЄ ЄєЇCODING ЇєЄ ЄєЇ


(C) ALK / XTM


                       HOW KODIT optimally.


                               - Any program can be

                                 soptimizirovat to two bytes

                                 without losing its 
functionality. 

                                 (From the oral statements 
M.M.A) 


                               - Oh, Vassily Ivanovich, do not 
like 

                                 me this Sienkiewicz ...

                               - Do not like it - do not eat!

                                 (From folklore)


  I have no desire to speak. And was not there. And what 
exactly? - How to learn to program ... Lamerstvo just some ...


                    Depression rules my mind ...


  Do not want to look like a sort of mentor. Just do not want. 
But what do have an anniversary Born Dead release, Chaos 
Construction on the nose again, though, that's bursting with my 
(seemingly) to share with world about the wonders of coding 
(Yeah ... someone would have told you so!). In general, yes. 


  As it happens, this time we M.M.A presented at CC99
only 512-byte intro ABSENT. Seemed to-be, well, that can be
write in these accidents bytes? It turned out a lot. In the 
process writing intra been 16 (if not more)

optimizations, and some examples of merit (in my opinion)
attention.
-------------------------------------------------- -------------
  Take, for example, sine. It can be used in many
effects, such as plasma (for intro will come), flying on
Lissajous trajectories (no comments), rotation mapping (type
turns textures or sprites), and of course 3D - rendering.
Typically, the sine table is calculated in advance (in Basic), 
and demah / intra This table can "eat" from 256 (8 bit) to

512 (16 bit) of bytes. And what we have in 512 bytes?
Half will take the sine and the other half - well, a maximum of 
2 call-correlation effects.


                    No, this is not our method!

The following procedure generates a sine table.
Size: 75 bytes = 44 bytes + 31 bytes of code tables.


  Size of the output table - 256 bytes. Actually, the table
stored value of the sine of 0 to 2 PI in increments of 1 / 128 
PI. If interpret them as fractional parts of numbers, then they 
lie in ranging from 0 to 255/256, ie, this is a classic sine 
with accuracy of 1 / 256. The first 128 bytes of the table in 
the calculations should be taken with a plus sign, the last 128 
- with a minus sign. If visualize this sine wave, both of its 
half- are positive, and the calculations need to follow the 
sign. Once a reservation: the sine is not calculated, too long,

long and sad this occupation. In this example, the sine
unpacked from finished, so to speak, the archive. Table
RLESIN are DELTA RLE-data, on which construction 1 / 4
period table. Second quarter - is a "mirror" display
the first well and the second half period - a copy of the 
first. It's easy! 

SINTAB EQU # C000

        XOR A

        LD E, A

        LD D, SINTAB'H; table is always located at

                          , "Flat" address # XX00

        LD HL, RLESIN

        EX AF, AF '; in A' will be formed next

                          , The sine, the initial value = 0
LRP1 LD A, (HL)

        RRA

        RRA

        RRA

        AND # F; bits 3 .. 6 data - the number of bytes

                      ; Package

        LD B, A

        LD A, (HL)

        AND 7; lower 3 bits of data - the increment of the sinus

                      ; From the previous

        LD C, A; C = +0 .. +7

        EX AF, AF '
PVT LD (DE), A; put another value in an array

        INC E

        ADD A, C; increment value

        DJNZ PVT; to the next value in a package

        EX AF, AF '

        INC HL; following RLE-data

        BIT 6, E

        JR Z, LRP1; check at the end of 1 / 4 of period -> = 64 
bytes 

                      ; After DE = # C040

        LD L, E

        LD H, D

        EX AF, AF '; A = # FF
LSI2

        LD (DE), A; the construction of the second quarter 
period 

        INC E

        DEC L

        LD A, (HL); copy backwards-ahead

        JR NZ, LSI2

        LD C, E; DE = # C080 HL = # C000 BC = # 0080

        LDIR; up the first half-second

        RET
RLESIN; DELTA-RLE table 1 / 4 period of sinus

        DEFB # E, # F, # 26, # F, # 4E, # D

        DEFB # 16, # D, # E, # 15, # E, # 2D

        DEFB # C, # D, # C, # D, # 2C, # B

        DEFB # C, # B, # C, # 23, # A, # B

        DEFB # 2A, 9, # A, # 29,8,9, # 18


  Previously, this same procedure "weighed" ~ 115 bytes. Who 
are not lazy - Look at BlAME. (And as such could then leak?)

-------------------------------------------------- -------------
  Of course, in 512 bytes is not razverneshsya - you can count 
on attribute effects ...


That procedure for deriving attribute b / sprite: Who can 
shorter? 

ADRSCR EQU # 5800

        LD HL, SPRITE

        LD DE, ADRSCR
LG2

        LD B, 8
LG1

        RLC (HL)

        SBC A, A; A = 0 / # FF

                   And if here insert AND # COLOR,

                   ; It will be black-# color-LIMITED sprite.

                   And if the same add ADD A, # COLOR2,

                   ; It will be quite 2-color sprite.

        LD (DE), A

        INC E

        DJNZ LG1

        INC HL

        LD A, E

        SUB ESPR-SPRITE * 8'L; = SUB # E0

        JR NZ, LG2

        RET
SPRITE

        DEFB # 1D, # C7, # 78, # FE

        DEFB # 35, # AC, # 60, # 18

        DEFB # 35, # AC, # 63, # 98

        DEFB # 3D, # C6, # 73, # 58

        DEFB # 35, # A3, # 63, # 58

        DEFB # 35, # A3, # 63, # 58

        DEFB # 35, # CE, # 7B, # 58
ESPR
-------------------------------------------------- -------------
  The same, but the sprite is obtained by pseudo-color:


        LD HL, SPRITE

        LD DE, ADRSCR
LG2

        LD B, 8
LG1

        RLC (HL)

        SBC A, A

        AND E

        RRA; RRA - just to avoid FLASH

        LD (DE), A

        INC E

        DJNZ LG1

        INC HL

        LD A, E

        SUB ESPR-SPRITE * 8'L

        JR NZ, LG2

        RET
-------------------------------------------------- -------------
  It is the same. Sprite smoothly "manifest."


        LD HL, SPRITE

        LD DE, ADRSCR

        LD C, 0

        EI; to not only stuck
LG3

        PUSH HL

        PUSH DE

        HALT; can and more - a matter of taste

        HALT
LG2

        LD B, 8
LG1

        RLC (HL)

        SBC A, A

        AND E

        AND C

        RRA

        LD (DE), A

        INC E

        DJNZ LG1

        INC HL

        LD A, E

        SUB ESPR-SPRITE * 8'L

        JR NZ, LG2

        POP DE

        POP HL

        SLI C; C = 0,1,3,7, # F, # 1F, # 3F, # 7F, # FF

                      , Say, an undocumented command .. :)

        JR NC, LG3

        RET
-------------------------------------------------- -------------
  Another attribute to the effects of "fill" the screen "chess
field "to get a larger number of semitones:


        LD C, # AA

        LD HL, # 4000
LP1

        LD (HL), C

        INC L

        JR NZ, LP1

        RRC C

        INC H

        LD A, H

        SUB # 58

        JR NZ, LP1

        RET
-------------------------------------------------- 
------------- Next I will speak theses. (M.M.A: April Theses:) 
-------------------------------------------------- 
-------------   If the procedure is performed only once - why 
should it be made out as procedure?

-------------------------------------------------- -------------
  In my opinion, those who use constructions like:

                         CALL SUBR1

                         RET
should be 'publicly express fi'.
-------------------------------------------------- 
------------- should be 4 times in a row at two locations to 
perform the procedure SUBR2 

Wrong: Normal: Correct:

CALL SUBR2; 3 CALL SUBR_X; 3 CALL SUBR_X; 3
CALL SUBR2; 3 .... ....
CALL SUBR2; 3 CALL SUBR_X; 3 CALL SUBR_X; 3
CALL SUBR2; 3 .... ....
.... .... ....
.... .... ....
CALL SUBR2; 3 SUBR_X LD B, 4, 2 SUBR_X CALL SUBR_Y; 3
CALL SUBR2; 3 LLX PUSH BC; a SUBR_Y CALL SUBR2; 3
CALL SUBR2; 3 CALL SUBR2; 3 SUBR2 ....
CALL SUBR2; 3 POP BC; 1 ....
.... DJNZ LLX; 2 RET

                       RET; 1

          , 24, 16, 12
-------------------------------------------------- -------------
  If the previous program fragment in the registers are
useful data, why not use them?

Wrong: Normal: Correct:

CALL SUBR_N CALL SUBR_N CALL SUBR_N
LD HL, 0, 3 XOR A; 1 LD E, D; 1
LD DE, 0, 3 LD H, A; an INC DE; 1

                       LD L, A; 1 LD H, E; 1

                       LD E, A; 1 LD L, E; 1

                       LD D, A; 1

           , 6, 5, 4
SUBR_N

       ....

       LD DE, # FFBF

       RET

Incorrect: Correct:

LD A, E; LD A, E;
CP # 5B; SUB # 5B;
JR NZ, $ -10; JR NZ, $ -10;
XOR A; 1 OUT (C), A;
OUT (C), A;

          , 1, 0
-------------------------------------------------- -------------
  The same result can be achieved in different ways.

Incorrect: Correct:

LD B, D LD B, D
OUT (C), A OUT (C), A
LD B, E LD B, E
EX AF, AF '; a OUTI; 2
LD A, (HL); 1
OUT (C), A; 2
INC HL; 1
EX AF, AF '; 1

         , 6, 2


Lamerstvo: Fair: Good: Fast:

LD HL, # 4000, 3 LD HL, # 5AFF; 3 LD HL, # 5B00; 3 XOR A; 1
LD BC, # 1B00; 3 LD DE, # 5AFE; 3 XOR A; 1 LD L, A; 1
LD (HL), 0, 2 LD BC, # 1B00; 3 DEC HL; 1 LD H, A; 1
INC HL; an LD (HL), C; an LD (HL), A; 1 LD E, A; 1
DEC BC; a LDDR; 2 BIT 6, H; 2 LD D, A; 1
LD A, C; 1 JR NZ, $ -4; 2 ADD HL, SP; 1
OR B; 1 EI; 1
JP NZ, $ -6; 3 HALT; 1

                                             LD SP, # 5B00; 3

                                       .3456 PUSH DE; 3456 * 1

                                             LD SP, HL; 1

           , 15, 12, 10, 3468


       How it all: That's right:


       CALL SUBRA CALL SUBRA

       PUSH HL; 1 ....

       .... CALL SUBRA

       CALL SUBRA ....

       PUSH HL; a CALL SUBRA

       .... ....

       CALL SUBRA ....

       PUSH HL; 1 ....

       .... ....

       POP BC POP BC

       POP DE POP DE

       POP HL POP HL

       .... ....

SUBRA .... SUBRA ....

       LD L, H LD L, H

       SBC A, A SBC A, A

       LD H, A LD H, A

       RET; an EX (SP), HL; 1

                           JP (HL); 1

                 4 2
-------------------------------------------------- -------------
                Well, all I knew - said.





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