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
] 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
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
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
-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,
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 !
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
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
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