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pathfindingworking on pathfinding in the game. here is Russian description of Lee's algorithm: [url]http://algolist.manual.ru/games/wavealg.php[/url] "if-then"…
... makes the amortized time the lookup takes constant. However, as the ... an upper bound on the lookup and turns it into constant ... -
pathfindingworking on pathfinding in the game. here is Russian description of Lee's algorithm: [url]http://algolist.manual.ru/games/wavealg.php[/url] "if-then"…
... 's [B]"POSX.dist + terrain + lookup(abs(POSY.row-SOURCE.row ... -
Struggling with this routine... Any ideas?I'm trying to write a routine that plots 3 pixels to decrease the energy bar in the top right corner by 5 units, but it just wont have it! There mus…
... graphics programming) or use a lookup table for each row of ... -
Full 16*16-digit BASIC multiplicationI liked Andre Adrian's 32-bit long multiplication routine so much that I decided to a decimal version. After all, 2^63 is only 9223372036854775808, a…
Full 16*16-digit BASIC multiplicationI liked Andre Adrian's 32-bit long multiplication routine so much that I decided to a decimal version. After all, 2^63 is only 9223372036854775808, a…
How big is this lookup table going to be to get full precision?Full 16*16-digit BASIC multiplicationI liked Andre Adrian's 32-bit long multiplication routine so much that I decided to a decimal version. After all, 2^63 is only 9223372036854775808, a…
... ;714712]How big is this lookup table going to be to ...Mirroring UDG'sJust wondered is there a quick an easy way of mirroring UDGs (byte values)? i.e. BIN 11110000 becoming 00001111 etc.
Using a 16 bytes lookup table is a good compromise as well, flip each half byte.Mirroring UDG'sJust wondered is there a quick an easy way of mirroring UDGs (byte values)? i.e. BIN 11110000 becoming 00001111 etc.
Mirroring UDG'sJust wondered is there a quick an easy way of mirroring UDGs (byte values)? i.e. BIN 11110000 becoming 00001111 etc.
... also use an 8 byte lookup table, pack 16 sets of ...Mirroring UDG'sJust wondered is there a quick an easy way of mirroring UDGs (byte values)? i.e. BIN 11110000 becoming 00001111 etc.
... . Although nice, I think a lookup table method coupled with the ...Mirroring UDG'sJust wondered is there a quick an easy way of mirroring UDGs (byte values)? i.e. BIN 11110000 becoming 00001111 etc.
This is one of those things, like lookup tables, that I'm going to be too dense to understand, even with two explanations, isn't it?
(And then, hopefully, like those, get it later)Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... go faster, then using a lookup table method as follows, but ... screen z80 fast using a lookup table.
Scr_add ld ... /> ;45 Bytes
Create lookup table to 256 byte boundary ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
Yes, lookup table is only 256 bytes and makes everything much faster. Every serious game uses it.Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... ,#XX 06XX ;Hi Byte of Lookup table
Scr_add ld hl ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... ,#XX 06XX ;Hi Byte of Lookup table
Scr_add ld hl ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... ,#XX 06XX ;Hi Byte of Lookup table 7
Scr_add ld ... ld c,a 4F ;find lookup table address 4
ld ... ld c,a 4F ;find lookup table address 4
ld ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
[QUOTE=jamorski;718534]The old size vs speed chestnut eh!![/QUOTE]
Right! :)
When optimizing for size, the next step would be eliminating the 256 bytes lookup table....Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... +256=291 bytes (including the lookup table).
It would ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... !
This is the lookup table version in 30 bytes ... [/CODE]
And the lookup table creator, now only 16 ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
15 bytes lookup creator
[CODE]
start ld hl,FE00
loop ld a,l
ld (hl),#01
rpt rra
rl (hl)
jr nc,rpt
inc l
jr nz,loop
ret[/CODE]Problem With POINT StatementHello everyone this is my first ever post, So firstly i'd like to say hello to everyone and secondly thank you to the admins for such a great site, …
... - such as UDGs, character sets, lookup tables, machine code - can be ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... little restrictive, but if the lookup table can reside in free ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... and is 51 bytes. The lookup again needing to reside at ...Movin And A Groovin Horizontal Flip improvementOn the left is the flip horizontal portion from Andy Pennell'S excellent Movin' & a Groovin' machine code screen routines from Your Spectrum #19 (Oct…
... from $F000-$F0FF where the lookup table resides).
[CODE ...