thrust26 wrote:BTW: I checked out TINE and build it, but the result seems not to work. What am I missing?
Mmmm not sure. Did you get any error message? I am using a utility called taptap to correctly setup the filenames inside the disk. If you don't have it (which is possible) then you end up with a disk with nonamexxx.com instead of the correct name, so the game is not launched. You can launch it manually though.
I am not sure where taptap is... I think in the repository.
I will have a look at the horizontal line code. Though I didn't touch it, other changes may have influenced it.
That is quite strange... I will also have a look then. If you did not touch that code, then the bug could be there or maybe I introduced it without noticing...
Ok, it was an old bug, that has appeared again.
in draw_totaly_horizontal8 there is a code:
Code: Select all
which should read:
Code: Select all
Understood. I am always optimizing to the limit when possible. But if you want me to save memory, I need to know what is the limit. So where would you rather save memory instead of speeding up the graphics.
How much memory do you have to work with in total? And how much is currently left?
Well, I always prefer a bigger routine which is optimized to the maximum, and stick to it, but I had only 3.7K left in main memory, which I planned to use for missions, and now I have 1.6 K left, which might be a bit low.
I can use from $500 to $9fff in main memory, plus page 4 (already mostly used) and page 2 (I have plans for it). In overlay I am using nearly all of the 16K
Well, I trend to eat up all the memory, as you do, but in my case it is due my fat code... well structured, but fat
So did you first clear all lines and then redraw all? Or did you clear and redraw line by line?
I really would like to see your experiments with my own eyes (well, emulated), too.
I can't remember really... I think I erased all, then draw all, as I only had the rotating ship in sight. Doing it ship-by-ship could be easy, doing it line-by-line... I am not sure.
Yes and no. Yes, the erase each other, but when to many lines come close together, you don't get an unstructured pixel blob. With double buffering I still would go for OR, but XOR is IMO not that bad. Especially if using it give a massive speed improvement.
It's all just a matter of compromises and which ones are easier for YOU to accept.
You are also right here, but whenever I compare the ship pics between the 6502 eor versions and the speccy, I end up with the same conclusion: the speccy version looks nicer.
But I am biased, so I have to try. Gimme some time to sort it out and I will send you a demo with eor, right?
I am having fun, so it is a pleasure.
That is the spirit, but you are anyway being of great help