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doc: one last pass through
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@ -23,7 +23,7 @@ the effect in real time.
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Once I got the code working I realized it would be great as part of a
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graphical demo, so off on that tangent I went.
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This went well, despite the fact that all I knew about the demoscene I
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This turned out well, despite the fact that all I knew about the demoscene I
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had learned from a few viewings of the Future Crew {\em Second Reality} demo
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combined with dimly remembered Commodore 64 and Amiga usenet flamewars.
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@ -94,7 +94,7 @@ put this one to shame.
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\section{The Hardware}
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The Apple II was introduced in 1977.
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In theory this demo will run on hardware this old, although I do
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In theory this demo will run on hardware that old, although I do
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not have access to a system of that vintage.
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I like to troll Commodore fans by noting this predates the Commodore 64 by
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five years.
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@ -164,7 +164,7 @@ and pixels are drawn least-significant-bit first (all of this to make
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DRAM refresh better and to shave a few 7400 series logic chips from the design).
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You do get two pages of graphics, Page 1 is at
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{\tt \$2000}\footnote{On 6502 systems hexadecimal values are
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indicated by the dollar sign}
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traditionally indicated by a dollar sign}
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and Page 2 at {\tt \$4000}.
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Optionally 4 lines of text can be shown at the bottom of the
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screen instead of graphics.
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@ -290,8 +290,8 @@ The 6502 size-optimized LZ4 decompression code was written by qkumba
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(Peter Ferrie).
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% http://pferrie.host22.com/misc/appleii.htm
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The program and data decompress to around 22k starting at {\tt \$4000}.
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This over-writes parts of DOS3.3, but since we will not be using the disk
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any more this is not an issue.
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This over-writes parts of DOS3.3, but since we are done with the disk
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this is not an issue.
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If you look carefully at the upper left corner of the screen during
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decompress you will see my triangular logo, which is supposed to evoke
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@ -302,7 +302,7 @@ and {\tt \$4C00}.
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The image data at {\tt \$4000} maps to (mostly)
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harmless code so it is left in place and executed.
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Making this work turned out to be more trouble than it was worth, especially
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as the logo is not visible in the MP4 capture of the demo (the movie
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as the logo is not visible in the youtube capture of the demo (the movie
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compression does not handle screens full of seemingly random noise well).
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The demo was optimized to fit in 8k.
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@ -375,7 +375,7 @@ The song being played is a stripped down and re-arranged version of
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``Electric Wave'' from CC'00 by EA (Ilya Abrosimov).
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Most of my sound infrastructure involves YM5 files, a format commonly
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used by ZX Spectrum and ATARI ST users.
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used by ZX Spectrum and Atari ST users.
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The YM file format is just AY-3-8910 register dumps taken at 50Hz.
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To play these back one sets up the sound card to interrupt 50 times a second
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and then writes out the 14 register values from each frame in an interrupt
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@ -447,8 +447,7 @@ First the distance {\em d} is calculated based on fixed scale and
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distance-to-horizon factors.
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Instead of a costly division we use a pre-generated lookup table for this.
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\[d = \frac{z \times yscale}{y+horizon}\]
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Then calculate the horizontal scale (distance between points on
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Next calculate the horizontal scale (distance between points on
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this line):
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\[h = \frac{d}{xscale}\]
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Then calculate delta x and delta y values between each block on the line.
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@ -467,13 +466,13 @@ on the line.
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\noindent
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{\bf Optimizations:}
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The 6502 processor cannot do floating point, so all of our routines used
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The 6502 processor cannot do floating point, so all of our routines use
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8.8 fixed point math.
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We eliminated all of the division, and converted as much as possible
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to use lookup tables (which involved limiting the heights and angles a bit).
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We also saved some cycles here and there by using self-modifying code,
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We eliminate all use of division, and convert as much as possible
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to table lookups (which involves limiting the heights and angles a bit).
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We also save some cycles by using self-modifying code,
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most notably hard-coding the height (z) value and modifying the code
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if this is changed.
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whenever this is changed.
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The code started out only capable of roughly 4.9fps in 40x20 resolution
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and in the end we improved this to 5.7fps in 40x40 resolution.
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Care was taken to optimize the innermost loop, as every cycle saved there
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@ -491,16 +490,15 @@ for a 8.8 x 8.8 fixed point multiply.
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We improved this by using the fast multiply algorithm
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described by Stephen Judd.
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This works by noting that
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This works by noting these factorizations:
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\[(a+b)^{2} = a^{2}+2ab+b^{2}\]
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and
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\[(a-b)^{2}=a^{2}-2ab+b^{2}\]
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If you subtract these you can simplify to
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\[a\times b =\frac{(a+b)^{2}}{4} - \frac{(a-b)^2}{4}\]
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For 8-bit values if you create a table of squares from 0 to 511
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(all 8-bit a+b and a-b fall in this range) then you can convert a multiply
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into two table lookups plus a subtract.
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into two table lookups and a subtraction.
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This does have the downside of requiring 2kB of square lookup tables
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(which can be generated at startup) but it reduces the multiply
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cost to the order of 250 cycles or so.
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