tag:blogger.com,1999:blog-6767707.post1897948458704759141..comments2023-10-06T21:18:16.738+10:30Comments on Rafe's Blog: Faster Sprites on the ZX SpectrumRafehttp://www.blogger.com/profile/10169325688704651715noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-6767707.post-52740866795810497822019-09-18T11:40:55.119+09:302019-09-18T11:40:55.119+09:30@Roberto, I use Simon Brattel's most excellent...@Roberto, I use Simon Brattel's most excellent Zeus assembler which you can obtain here: http://desdes.com/products/oldfiles/index.htm -- I hope the code isn't too hard to convert for other assemblers, though.Rafehttps://www.blogger.com/profile/10169325688704651715noreply@blogger.comtag:blogger.com,1999:blog-6767707.post-3915826759510429412019-09-18T11:39:34.300+09:302019-09-18T11:39:34.300+09:30@baze, thank you for your comments: most interesti...@baze, thank you for your comments: most interesting.<br /><br />The 384-push-clear is a good option and twice the speed. The reason I didn't go for something like that is that path requires you to blank the attributes _before_ you draw anything, which would reduce the actual sprite drawing time before the beam hits the display area. Cleaning up _after_ seemed like the option with the least amount of flicker -- but I'm sure you're right, there are more experiments to be tried.<br /><br />Regarding the ldi/ldd zig-zag, that's a neat approach, but it still takes 16 Ts/byte, same as option (2), although I grant you that any other overheads would be minimised.<br /><br />Anywaym, thanks again!Rafehttps://www.blogger.com/profile/10169325688704651715noreply@blogger.comtag:blogger.com,1999:blog-6767707.post-31989919756965775472019-09-16T13:42:48.184+09:302019-09-16T13:42:48.184+09:30Hello, what assembler compiler do you use? In ZX S...Hello, what assembler compiler do you use? In ZX Spin's assembler<br />the source code does not compile.Robertohttps://www.blogger.com/profile/13135962817496096243noreply@blogger.comtag:blogger.com,1999:blog-6767707.post-10831528200485447162017-02-22T09:24:05.678+10:302017-02-22T09:24:05.678+10:30Isn't that what I propose as option (4) above?...Isn't that what I propose as option (4) above? It's only effective if you're trying to redraw substantial rectangular regions of the display.Rafehttps://www.blogger.com/profile/10169325688704651715noreply@blogger.comtag:blogger.com,1999:blog-6767707.post-4920709131665379932017-02-22T05:54:20.520+10:302017-02-22T05:54:20.520+10:30using Push (and you've set the stack to point ...using Push (and you've set the stack to point at screen ram) would be even quicker :)<br /><br />11 T-States per byte and the inc is freeHiro Protagonisthttps://www.blogger.com/profile/06222988555237891733noreply@blogger.comtag:blogger.com,1999:blog-6767707.post-28635036988292031542015-11-05T22:47:33.912+10:302015-11-05T22:47:33.912+10:30Thanks -- there are some amazing demoes out there,...Thanks -- there are some amazing demoes out there, but in this case I was looking for something fairly general purpose that didn't require an unrealistic amount of mystical set-up by the user.Rafehttps://www.blogger.com/profile/10169325688704651715noreply@blogger.comtag:blogger.com,1999:blog-6767707.post-48556744048018492582015-11-05T12:23:22.601+10:302015-11-05T12:23:22.601+10:30Great write up. I've always tried to beat the ...Great write up. I've always tried to beat the scanline but there is some great stuff here to make me rethink things<br />BloodBazhttps://www.blogger.com/profile/00226019438431758716noreply@blogger.comtag:blogger.com,1999:blog-6767707.post-3242725139978475602015-10-05T14:46:06.692+10:302015-10-05T14:46:06.692+10:30If only there was a "ZX Spectrum expertise&qu...If only there was a "ZX Spectrum expertise" category on LinkedIn, you'd have my endorsement :)Ilyahttps://www.blogger.com/profile/08685551691203936819noreply@blogger.com