Really it was related to my first question - I was considering the plausability of moving my data table to be positioned around address zero when I wrote the post. And obviously a table that reaches 2kb in either direction from address 0 covers address 0x0038.
Tests last night with an older, slower version of multiply, suggest that I'm now using around 4,000 cycles to transform a point in world space (9 multiplies, 6 adds) and another 5,000ish to project it to the screen (2 divides, 2 adds, some hard-coded-with-shifts multiplying by 128 and 96). Moving the multiply table so that it is centred around 0 should cut about 1/4 from the transformation time, so 1/9 from the time I spend on points. Which I think is worth it. But obviously I need to do something about my divides. On Wed, May 21, 2008 at 2:29 PM, Colin Piggot <[EMAIL PROTECTED]> wrote: > Adrian Brown wrote: >> Ok, i haven't read all the posts on this, but why not stick the code in >> LMPR and use IM1 - saves having the table of vectors. > > That's my favoured approach too. > > >> ** UIP Sam Port 4100+ lines of z80 and climbing > > Woo! It's so tantilisingly close! > > > David Brant wrote: >> But then again is there any hardware for the SAM that uses them? > > As far as I'm aware there's nothing. > > Colin > ===== > Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe > 1995-2008 - Celebrating 14 Years of developing for the SAM Coupe > Website: http://www.samcoupe.com/ >
