Re: A85: Dumb question


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Re: A85: Dumb question




whoops, "border boundry" doesn't make much sense.... i meant on a byte
boundry.

-----Original Message-----
From: Michael Pearce <mpearce@bbnow.net>
To: assembly-85@lists.ticalc.org <assembly-85@lists.ticalc.org>
Date: Wednesday, March 10, 1999 5:34 PM
Subject: Re: A85: Dumb question


>
>Just wondering, how many 8X8 sprite per second?  I wrote my own routine
that
>also used rotating a couple of years ago, but the worst case performance
was
>similar to PutSprite so i never released the source.  I assume that you are
>quoting the best case performance (when the sprite is on a border
boundry)??
>
>-----Original Message-----
>From: JayEll64@aol.com <JayEll64@aol.com>
>To: assembly-85@lists.ticalc.org <assembly-85@lists.ticalc.org>
>Date: Sunday, March 07, 1999 11:01 PM
>Subject: Re: A85: Dumb question
>
>
>>
>>In a message dated 3/7/99 9:01:03 PM MST, evil_sam@hotmail.com writes:
>>
>>>   This is probably a stupid question, but which is faster "jp &addr" or
>>>  "jr addr"? I thought jp was faster than jr, but with the & sign, I'm
not
>>>  sure.
>>>
>>>  Also, has anyone written (on any z80 calc) a clipping sprite routine
>>>  faster than those used in SQRXZ?
>>>     Sam
>>
>>Yeah, the ' jp &addr' is the faster instruction.
>>
>>About the clipping routine, you should check out my own SDR routines (and
>>variations thereof) at <a href="http://www.dimension-
>>ti.org/macross/pages/projects.html">Macross Software: Routines</a>.  I,
>>myself, have actually calculated the regular SDR routine to be 3X faster
>than
>>Jimmy's PutSprite routine, at almost exactly the same size, because,
rather
>>than put each individual pixel (like in PutSprite), SDR will rotate each
>byte
>>in the sprite to line up with the offset, then copy many bits in at once.
>>I've also made a clipping variation (as well as a grayscale, clipping,
>>masking, and bg saving variation :) that uses extremely efficient self-
>>modifying code.
>>
>>JL
>>
>
>
>