Coders - 10000 baud driver for Vicomm modem.

ZX Time #12
--------------------------------------- Nikolay Dvornik 10000 baud on bukome? ---------------------- So I decided to write about how you can lyse the driver forvicomm-like demos at10000-19000 baud!!! (net speed grow during transmission). The essence of the method is to store a table decomposed into 1bit structure of all 256 bytes (fast-principle type ta), and then select from the clipboard byte, send to the least significant bit of the register table destination and, reading from the table, codes to send them to the port, namely: ;hl-address of information ;bc-how much bytes output ;de-address of table drv ld d,tabl' ;7 drv1 ld e,(hl) ;7 ;----------25браз------------- dup 8 ld а,(de) ;7 out (#fe),а ;12 inc d ;4 edup inc hl ;6 ld d,table' ;7 ld e,(hl) ;7 dup 8 ld а,(de) out (#fe),а inc d dup 5; пор ;--------синхро edup ; edup ;блоками по 256 байт .... ;------------------------------ ret Итого на 1 бит уходит 7+7+12+4+6+7= ЧЗтакта, на 1 байт 8*43=3ЧЧтакта, итого скорость (для 3.SМгц Пентагона) 71680/ 344*50=10419бод! (чистой скорости), а в кэше (на 7Мгц) 20837бод!!!Rules... At the expense of the receiver. Reading the bits of the 1st block, that is 2048 byte from #fe,and then convert. For MulTiPlaYera simply wow! So we divide 3D (fast) engine, and oNl! let's cut it! :). It is clear that in terminals this algorithm will not flog you that much, since all sorts of clock pulses, con- role sums, and in general - synchronous transmission type - just SuXX, but acuhx- The ronny just rules. ЗD-Engine ----------- I decided to write an article about 3D. A exactly how to implement faST poL!goNs oUtpuT.The whole point isvolume, that I finally realized that all these tech- styrs are not needed - they look bad and eat25-35fps. (suxx) And then (there) it dawned on me that instead Polygons can be usedsprites. Someone will say - why rotate them? along the axis for different viewing angles, in general complete nonsense! And I’ll answer - why bother? rachat, if the sprites are justgohh! A namely: select how many degrees children turn the “face” of the hero, yes, so that with attributes and beautifully (colored Bulo!), namely - by 11.3 degrees (1 attribute) with screen size 256x192. At the same time, when turning by 90 degrees, you will need only 8 sprites of size 84x32. It is clear that there will be a process in the engine stupid enlargement to full screen, because use attributes in window 84x32 pro- a hundred insanity, and a bit small, AIM bad. How it works. Just calculate the angle vision and distance from the sprite to the eyes and we output the corresponding part of the corresponding waving sprite. How to find out: which print sprite? Simply, knowing the angle of vision nia (or better - its tangent), from the eyes we build several straight lines (along the width of the view) niya) in the map, while the sprite number is read- taken from each point that belongs to lies straight, will not become greater than 0, (0 - emptiness), therefore further than this we don’t see the object (bullets can also be done this way) trace) and that's it - print everything according to corresponding coordinates to the final one. How it works. Just calculate the angle vision and distance from the sprite to the eyes and we output the corresponding part of the corresponding waving sprite. How to find out: which print sprite? Simply, knowing the angle of vision nia (or better - its tangent), from the eyes we build several straight lines (along the width of the view) niya) in the map, while the sprite number is read- taken from each point that belongs to lies straight, will not become greater than 0, (0 - emptiness), therefore furtherthis we don’t see the object (bullets can also be done this way) trace) and that’s it - we print everything according to corresponding coordinates to the final one. Hero models should be stored per full screen, to look decent and rulez Foreva!:) I have only one question. Opeuhtu- Play the game on single or directly on mul- tiplayer? Please write.

Share your thoughts about the article