not to sure on music .. but .. reading n writing to ram was always its
contention .. mostly the screen banks .. if music and player was kept in a
sep bank then i would assume it have little benifit .. depends on the size
of code that was outputed
 
C

  _____  

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Tobermory
Sent: 20 May 2007 12:17
To: [email protected]
Subject: RE: What games



Chris,

Is this also true for music?  Would it have any direct benefit?

 

Howard (still reading the list in the background)

 

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Chris White
Sent: 20 May 2007 11:14
To: [email protected]
Subject: RE: What games

 

;) anything is possible .. just have to change the way u think about coding
and stay away from systems .. ie sprite systems / scrolling systems

 

make ever function bespoked to that task .. ie make a sprite cutter that
loads data directly instead of reading from a ram location n writing to
screen

 

ie .. 

HL = screen addre

 

(HL) , 0xff

inc l

(HL) , 0x7f

inc l 

 

etc

 

is far quicker than

ld a,(de)

ld (hl),a

inc e (if u can get away with having 256 byte sprite data (8x8 are this u
see hence there popular))

inc l (till next line that is ;))

 

Just means u have to write sprite cutters to output the source code .. then
each sprite draw will be a jump table call

 

C

 

  _____  

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Calvin Allett
Sent: 20 May 2007 10:46
To: [email protected]
Subject: What games

Just a quick thought,

What games could be accomplished on the ol` SAM, everybody always
says about how underpowered the SAM is in Mode 4, but when I`m
playing more Spectrum games recently, I`m getting a certain shock as to
how many games ran at perhaps lower than 8 fps, and yet it doesn`t
matter, perhaps I should have asked what games could be done.

Could Avenger be done at a similar framerate, for example?

  _____  

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