Re: Speed issue's with POINT (x,y)

2008-09-29 Thread Thomas Harte
dude J Si From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Calvin Allett Sent: Friday, September 26, 2008 1:29 PM To: sam-users@nvg.ntnu.no Subject: Re: Speed issue's with POINT (x,y) http://www.youtube.com/watch?v=2RenBQ5GD24 That's nearly half the speed that the engine

Re: Speed issue's with POINT (x,y)

2008-09-29 Thread Calvin Allett
] On Behalf Of Calvin Allett Sent: Friday, September 26, 2008 1:29 PM To: sam-users@nvg.ntnu.no Subject: Re: Speed issue's with POINT (x,y) http://www.youtube.com/watch?v=2RenBQ5GD24 That's nearly half the speed that the engine was just 4 weeks ago eek, hehe P.S. I put a video up on my YouTube

RE: Speed issue's with POINT (x,y)

2008-09-27 Thread Simon Cooke
That's looking pretty solid dude J Si From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Calvin Allett Sent: Friday, September 26, 2008 1:29 PM To: sam-users@nvg.ntnu.no Subject: Re: Speed issue's with POINT (x,y) http://www.youtube.com/watch?v=2RenBQ5GD24 That's nearly

RE: Speed issue's with POINT (x,y)

2008-09-27 Thread Calvin Allett
Of Calvin Allett Sent: Friday, September 26, 2008 1:29 PM To: sam-users@nvg.ntnu.no Subject: Re: Speed issue's with POINT (x,y) http://www.youtube.com/watch?v=2RenBQ5GD24 That's nearly half the speed that the engine was just 4 weeks ago eek, hehe P.S. I put a video up on my YouTube page

Re: Speed issue's with POINT (x,y)

2008-09-26 Thread Calvin Allett
-So for each position on the screen that the ball can be, you make nine -decisions (currently based on testing the result of nine POINT -statement), each one to determine to whether the graphic below a -certain pixel is either: - - transparent; - solid; or - deadly? - -Am I right to think that,

Re: Speed issue's with POINT (x,y)

2008-09-26 Thread Calvin Allett
http://www.youtube.com/watch?v=2RenBQ5GD24 That's nearly half the speed that the engine was just 4 weeks ago eek, hehe P.S. I put a video up on my YouTube page, but it hasn't gone live yet, will post when it does !

Re: Speed issue's with POINT (x,y)

2008-09-24 Thread Thomas Harte
What sort of values can those nine variables take on? If it's just two possibilities (e.g. overlapping or not overlapping) then you could package them into nibbles in fours, store the nibbles as pixel colours to unseen screens and reduce your number of POINTs from 9 to 3. It's essentially

Re: Speed issue's with POINT (x,y)

2008-09-18 Thread Geoff Winkless
On Thu, 18 Sep 2008 15:37:51 +0100, Geoff Winkless [EMAIL PROTECTED] wrote: test-up would therefore be [snip] D'oh; of course this is wrong (one line in mode 4 is 128 bytes, not 256) so you'd have to add 128 to IX (or HL) rather than increasing I (or H) but you get the idea. G

Re: Speed issue's with POINT (x,y)

2008-09-18 Thread Thomas Harte
You're quite right — some hasty testing in Sim Coupe reveals that it is much slower. I was imagining that POINT might go through some arcane paths with all the xos/yos/xrg/yrg stuff. If you have the memory to spare, could you maybe skip over the problem by allocating a new screen that is