Re: A86: BG v1.0 grayscale converter is out !
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Re: A86: BG v1.0 grayscale converter is out !
At 17:53 1998-06-02 -0400, you wrote:
>>> > I believe it's very hard to make Daedalus faster; it might be possible
>>> > on the 86 using a BIG part of the memory (like 64k...) for
>multiplication
>>> > lookup tables.
>>> >
>
>Could you explain???
>So does it store all the lines for the level in memory like BoulderDash or
>does it randomlly generate them???
?!?! The part in Daedalus which makes the game slow is (mainly) all
mathematical calculations, especially multiplications. Instead of calculating
$36*$2B with a 8 bit multiplication routine, it would be quite much faster to
just fetch the result from a HUGE table. If the table is to support every
$xx*$xx multiplcation, it would have to have 256x256/2 entries (since a*b
= b*a), each entry taking 2 bytes. Thus 64k is needed.
>>> does anyone have the source for Daedalus? I would like to port it for
>the 86.
>>hahaha...Andi guards that with his life. Good luck getting it.
>Speaking of which - anyone talk to him anymore?
Every day. He (+Sam Davies +myself) are busy with Gameboy programming.
--
Real name: Jimmy Mårdell "can't go mucking with a 'void *'"
IRC......: Yarin // Apple's MPW C compiler
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