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Program sizeI am typing a basic program into a ZX and I need to find out exactly how much memory it is using. Is there a way to calculate this? :confused:
... 23628
print vars-prog; " bytes"
which prints the ... -
Program sizeI am typing a basic program into a ZX and I need to find out exactly how much memory it is using. Is there a way to calculate this? :confused:
... a general overhead of 80 bytes which caters for any section ... -
Pixel setting / general speccy codingi just started doing some cross-coding with the [url="http://www.bigfatpanda.fsnet.co.uk/z80.html"]Z80 SNA assembler[/url] and an emulator, and this …
... into 256 low bytes followed by 256 high bytes. This allows the ... -
need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …
... any quicker than shifting the bytes in "real time", as you ... sprite, it would take 768 bytes as follows: 3 x 16 ... />
Each sprite takes 96 bytes(mask and sprite) and there ... -
need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …
... any quicker than shifting the bytes in "real time", as you ... each step of shift, 256 bytes long. In the very beginning ... 'm dealing with only 256 bytes. Each of this 256 byte ... sprites (each about 4*50 bytes), so I'll even use ... -
need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …
... use the high or low bytes of the index registers. This ... -
need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …
... set with the first 256 bytes contain the first half of ... -
need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …
... , eg. on a sprite 4 bytes wide (5 when shifted) there ... -
need help with speed optimization. this procedure draws a sprite with mask from memory onto the screen with x-coordinate in pixels. it doesn't shift sprites in realtime, it just uses …
... , eg. on a sprite 4 bytes wide (5 when shifted) there ...