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<1…28293031323334>
  • Banked memory running slower?I've just compiled a TAP which includes bank6, it loads ok, but the routines that are paged in run slightly slower. The Z80 snapshot has no such pro…

    [QUOTE=AndyC;799595]I can't see how that should affect it. Is the status of interrupts the same in both cases?[/QUOTE]

    According to ZX Spin the interrupts are the same, but the t states are different if that means anything???
    daveysludge daveysludge October 2014 Development
  • Banked memory running slower?I've just compiled a TAP which includes bank6, it loads ok, but the routines that are paged in run slightly slower. The Z80 snapshot has no such pro…

    [QUOTE=daveysludge;799643] but the t states are different if that means ...
    Arda Arda October 2014 Development
  • SpritesYes yes, I know this has been hashed over plenty of times before, but... I have knocked up a quick tiling routine which works with my back buffer co…

    ... and flip for right (don't forget the 256 byte table ... second day because it didn't work properly and went back ... in the code, tweak 8 t-states out of the main loop ...
    MatGubbins MatGubbins November 2014 Development
  • SpritesYes yes, I know this has been hashed over plenty of times before, but... I have knocked up a quick tiling routine which works with my back buffer co…

    ... and flip for right (don't forget the 256 byte table ... second day because it didn't work properly and went back ... in the code, tweak 8 t-states out of the main loop ...
    polomint polomint November 2014 Development
  • Ensure my interrupt handler begins at the same T-stateHi! Is there a way to ensure that an IM 2 interrupt handler starts always at the same T-state (related to the moment the ULA triggers the INT line, w…

    ... starts always at the same T-state (related to the moment ... to last a number of T-states which is a multiple of ... portion of instructions that aren't HALT last a number of ... described in Rotatrix documentation doesn't require any of this.
    Einar Saukas Einar Saukas November 2014 Development
  • Ensure my interrupt handler begins at the same T-stateHi! Is there a way to ensure that an IM 2 interrupt handler starts always at the same T-state (related to the moment the ULA triggers the INT line, w…

    ... it has finished, so whatever T-state the CPU was at ... finish it in a certain T-state which is somehow "aligned ... mean, that the number of T-states from that moment, until the ... I have tested, this doesn't work if the computer has ...
    mcleod_ideafix mcleod_ideafix November 2014 Development
  • Ensure my interrupt handler begins at the same T-stateHi! Is there a way to ensure that an IM 2 interrupt handler starts always at the same T-state (related to the moment the ULA triggers the INT line, w…

    ... has finished, so whatever T-state the CPU was ... it in a certain T-state which is somehow ... , that the number of T-states from that moment, until ... have tested, this doesn't work if the computer ... Therefore this technique won't work in Pentagon machines that ...
    Einar Saukas Einar Saukas November 2014 Development
  • Pixel level collision detection[SIZE=3][FONT=Calibri]I need to do some pixel level collision detection. Assuming I have a byte of my ?player? sprite in DE and a byte of screen to t…

    ... and a enemy sprite doesn't collide this way, then there ... colission test and save some T-states most of the time :)
    mcleod_ideafix mcleod_ideafix November 2014 Development
  • Pixel level collision detection[SIZE=3][FONT=Calibri]I need to do some pixel level collision detection. Assuming I have a byte of my ?player? sprite in DE and a byte of screen to t…

    [QUOTE]and save some T-states most of the time[/QUOTE]< ... is "unfair", you may don't touch the enemy but still ...
    Ralf Ralf November 2014 Development
  • Detecting flash mode inversionsIs is possible to detect with certainty when flashing characters change from normal to inverted and vice-versa?

    ... . my programming sucks (I didn't get any sleep last night ... ).[/QUOTE]

    1. Don't think so.
    2. There ... be incremented a number of T-states before the other, but always ...
    mcleod_ideafix mcleod_ideafix November 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... [/B] pairs, thus taking 21 T-states for each 2 pixels, plus ... repeated 32 times, taking 22 T-states for each 2 pixels without ...
    Einar Saukas Einar Saukas December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... [/B] pairs, thus taking 21 T-states for each 2 pixels, plus ... repeated 32 times, taking 22 T-states for each 2 pixels without ...
    introspec introspec December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... would save about 23,000 T-states, thus reducing this routine ... about 137,000 T-states. Other suggested optimizations wouldn't reduce it much ... previous savings of 87,000 T-states in copy routine, unless ... 192*224T = 43,008 T-states to copy the entire attribute ...
    Einar Saukas Einar Saukas December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... would save about 23,000 T-states, thus reducing this routine ... about 137,000 T-states. Other suggested optimizations wouldn't reduce it ... ). 65*768*2=99840 t-states. You just calculated that ... overhead of 29*3072 = 89088 t-states.

    50142+89088 ...
    introspec introspec December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... character). 65*768*2=99840 t-states.[/QUOTE]

    Good ... to screen took 50,142 T-states. Storing 1 pixel per byte ... it will take 99,840 T-states. Therefore copying entire buffer to ... /> Considering an overhead of 29 T-states per pixel, this extra overhead ...
    Einar Saukas Einar Saukas December 2014 Development
  • Spectrum Emulator that supports low resolutions and runs smoothlyHello to All, I have been trying to find a spectrum emulator that will work well through my CRT TV (using RGB to Scart) Most emulators seem to supp…

    ... to anyone cause I can't make head or tails of ... occurs, 64 line times (14336 T states; see below for exact timings ...
    Arjun Arjun December 2014 Emulators
  • CMWC random number generator for Z80Seeing the interest regarding the [URL="http://www.worldofspectrum.org/forums/showthread.php?t=23070"]Xor-Shift random number generator for Z80[/URL]…

    ... generator[/URL], 28 bytes, 122 T-states, excellent randomness (passes most Diehard ... (unaligned)[/URL], 43 bytes, 183 T-states, perfect randomness (passes all Diehard ... (aligned)[/URL], 41 bytes, 169 T-states, perfect randomness (passes all Diehard ...
    Einar Saukas Einar Saukas February 2015 Development
  • CMWC random number generator for Z80Seeing the interest regarding the [URL="http://www.worldofspectrum.org/forums/showthread.php?t=23070"]Xor-Shift random number generator for Z80[/URL]…

    ... generator[/URL], 28 bytes, 122 T-states, excellent randomness (passes most Diehard ... (unaligned)[/URL], 43 bytes, 183 T-states, perfect randomness (passes all Diehard ... (aligned)[/URL], 41 bytes, 169 T-states, perfect randomness (passes all Diehard ...
    Einar Saukas Einar Saukas February 2015 Development
  • The 20th comp.sys.sinclair Crap Games Competition thread!Hi all, [SIZE="7"][B][CENTER]ANNOUNCEMENT![/CENTER][/B][/SIZE] The comp.sys.sinclair Crap Games Competition 2015 is now well and truly OPEN! [url]…

    ... how much bordertime (I don't use T-States!) it takes BASIC to ... deal with. I certainly couldn't do any better. One day ...
    R-Tape R-Tape March 2015 Games
  • draw single pixel in the borderI have problems with drawing in the border. I can get it to draw a line ,but it always becomes a line and not a single pixel. <br><br>rept 3580 <br…

    ... travels in how ever many T-states OUT takes. If the Z80 ... line, but alas it isn't so you can ...
    RobeeeJay RobeeeJay May 2015 Development
  • Fuse tests - INC BC causes contention delayHi all, In the FUSE test suite it has the following for the output of opCode 0x3 (INC BC): 0 MC 0000 4 MR 0000 03 4 MC 0001 …

    ... each of the last two t-states. Paradoxically this happens because there ...
    qaop qaop July 2015 Emulators
  • Basic SAVE and ZX Printer supportIs there a list of emulators that support any of these two features (basic SAVE and print to printer port)? Is there a emulator comparison some wh…

    ... following structure:
    - PULS 2168 t-states
    - DATA bytes: "fillscr" CODE ... 32768,156
    - PULS 2168 t-sttes
    - DATA 1264 bits ... 4 times, but BASIC, doesn't seem to ever finish loading ...
    RMartins RMartins July 2015 Emulators
  • maths help 'JSW'JET SET WILLY uses a lookup table to play the opening tune (Moonlight Sonata) this is the table [code] 34299 DEFB 81,60,51,81,60,51,81,60,51,81,…

    ... pitch he wanted - I can't see any way to go ... -versa unless you start counting T-states for each possible note. To ... the number of t-states in that routine with the t-states used in ...
    Zoep Zoep August 2015 Sinclair Basic
  • Game development guidesHello all, I want to get into game development for the ZX Spectrum and would like to know where I can find some helpful guides. I've looked around t…

    ... ; save 3 bytes and 10 T-states
    [/code]

    The ...
    Einar Saukas Einar Saukas August 2015 Development
  • Game development guidesHello all, I want to get into game development for the ZX Spectrum and would like to know where I can find some helpful guides. I've looked around t…

    ... DJNZ takes (usually) 13 states, and the outer loop ... n + 14 * (n / 256) T-states)

    Another mistake is ... "This only takes 28 T-states for if. A small ... takes 31 T-states, not 28, saving just 2 T-states and ... 2 bytes (and no T-states) if the initial one ...
    Metalbrain Metalbrain September 2015 Development
  • Game development guidesHello all, I want to get into game development for the ZX Spectrum and would like to know where I can find some helpful guides. I've looked around t…

    ... mistakes: DJNZ takes (usually) 13 states, and the outer loop is ... (13 * n + 14 * (n / 256) T-states)[/quote]

    Actually it ... (13 * n + 9 * (n / 256) T-states), approximately. Every 256 iterations, the ...
    Einar Saukas Einar Saukas September 2015 Development
  • A new full-screen bicolor engine called NIRVANA[I]OK, there's something I need to clarify first: Nowadays if you write [B]"multicolor"[/B] everyone assumes it refers to "multicolor 8x1" (an attri…

    ... , NIRVANA_fillC, NIRVANA_readC) are now 3 T-states faster each. The addresses of ... download this engine update, don't forget to also download the ...
    Einar Saukas Einar Saukas September 2015 Brand new software
  • A new full-screen bicolor engine called NIRVANA[I]OK, there's something I need to clarify first: Nowadays if you write [B]"multicolor"[/B] everyone assumes it refers to "multicolor 8x1" (an attri…

    3 bytes, 3 t-states does not sound a lot, but with the time critical routines in Nirvana it is a matter of the colours working or not. Well done indeed for improving them.
    MatGubbins MatGubbins September 2015 Brand new software
  • Advices for double buffering ?Hi, I'm currently coding graphics routines for a forthcoming game, I use a double buffer (the dummy screen is at $e000, the code at $8000) to pro…

    If your screen update doesn't take longer than 1-2 ... screen area at around 15K T-states, so e.g. you ... begin. In fact it doesn't really matter where [i]exactly ... so that the beam doesn't catch up with you ... about 90-93K T-states, a frame is about 70K T-states so by ...
    Hikaru Hikaru September 2015 Development
  • Full-screen 32 columns bicolor engine NIRVANA+I'm glad to announce the release of [b]NIRVANA+ ENGINE[/b], providing support for bicolor graphics (multicolor 8x2) in 32 columns for all standard Sp…

    ... always enabled, otherwise it won't work properly.

    Actually ... so much control about execution T-states, so this problem is more ...
    Einar Saukas Einar Saukas October 2015 Brand new software
<1…28293031323334>

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