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MAIL
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Here is a letter from Employer/Alliance
Hi All!
In PLUTONIUM#O7 I (Employer/Alliance)
I found this line:
12.75 clock cycles per byte!!!
It can't be faster if someone comes up with it
Let me know the fastest way,
I'll be very happy.
I hasten to inform you that the most
fast (!?) way to transfer data to
#Z8O is carried out in 1O.5 cycles per
byte!!! By taking a calculator you can
by pressing a simple combination
keys, discover that if this is so, then
there is a real opportunity
throw away the entire (FULL) screen in one step
jerking! I’ll make a reservation right away: I mean-
There is a screen without colors (#18OO), but on
there is enough music and still remains.
I remember back in ZX-POWER there was proof
on the unreality of displaying the screen behind the ope int
and it looks like this:
LD HL,NN: 1O
PUSH HL: 11
I feel doubt arise...
Well, now in more detail:
In fact, this method is practically not
has applications.
The point is that you can store a sprite
not separately, but in the procedure itself!
those. you need to prepare the procedure in advance
occupying, if I'm not mistaken, 12288 bytes.
Then take the picture and 2 bytes each
put in procedure. We must not forget that
PUSH Decreases register Pna 2, and this
means the picture will be printed
back to front.
As you noticed, the 12kb procedure is not
causes optimism, but still it is fast
three... although if you donate 2Chkb, then
you can do fullscreen scrolling!
By the way ! In the interior of this issue, I had
happiness to watch such scrolling, here
only it was cut in 3 places and reminds
cash dragging windows in WINDOWS'9x! :-)
If Comrade LYNX will say that when op int
It's hard to read anything while scrolling
It’s written there, then I’ll still believe it. And if he
will say that he did not know about the existence2nd
Speccy's screen, then I might think...
And now a little about optimization:
It is absolutely not necessary to type pro-
whole 12kb procedure.
XAS has !assm n and !cont directives
which means:
!assm #18OO/#O2
LD HL,NN
PUSH HL
!cont
the specified program will be built in memory
n times.
But this is not optimization.
We need to write a program that
will build a procedure and substitute the bytes from
pictures in it. Then your program
will take no more than 2OO bytes in memory.
This whole thing applies to programs as well.
HIGHLANDER (PLUTONIUM#O7)
Judging by the code of the viewer HIGHLANDER is not bad
he's a good coder, so it won't be difficult for him to
yes, implement such an algorithm, but what if
what, I can provide you with the source
(if you still don’t believe it)
By the way, HIGHLANDER wrote that it is necessary to
disable interruptions before working with
stack, but for example I have never done this
I did it and everything worked, for now. Just
if you are absolutely sure that your
the program goes into interruption, then nothingnothing terrible will happen.
With this I will say goodbye,
bye!
p.s.
Please do not be offended by me because...
I slightly ran into Comrade. LYNX.
(I just saw his scroll somewhere,
and it seems it was in the Inforcom book)
r.p.s. Speccy Rulez Cheva!
r.r.r.s.
If you want, I can write it down for you
article about fast 3D graphics (with examples
on asm!)
Ed>we want!
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