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xmas2018: optimize away use of OUTL
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@ -196,19 +196,21 @@ OFFSCREEN = $05
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; Timing
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; Timing
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; scroll_hgr_left: 8
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; scroll_hgr_left: 8
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; 140* scroll_hgr_loop: 10 setup
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; 140* scroll_hgr_loop: 10 setup
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; 64*left_one_loop 6+3145
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; 64*left_one_loop 6+2945
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; 23 (increments)
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; 23 (increments)
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; 29 increment counts
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; 29 increment counts
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; 10 check and loop
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; 10 check and loop
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; 6 return
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; 6 return
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; total time = 14 + 140*(10+29+10+64*(41+23+(3151)))
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; total time = 14 + 140*(10+29+10+64*(41+23+(2951)))
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; 67,431,293 cycles = roughly 67s -- original
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; 67,431,293 cycles = roughly 67s -- original
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; 64,564,093 cycles = roughly 64s -- optimize inner loop a bit
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; 64,564,093 cycles = roughly 64s -- optimize inner loop a bit
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; 33,347,034 cycles = roughly 33s -- don't shift hidden page
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; 33,347,034 cycles = roughly 33s -- don't shift hidden page
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; 30,569,434 cycles = roughly 30s -- unroll 4 times
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; 30,569,434 cycles = roughly 30s -- unroll 4 times
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; 29,476,314 cycles = roughly 29s -- add back INH for +1 address
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; 29,476,314 cycles = roughly 29s -- add back INH for +1 address
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; 28,813,247 cycles = roughly 29s -- use X register for NEXT
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; 28,813,247 cycles = roughly 29s -- use X register for NEXT
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; 28,813,247 cycles = roughly 29s -- use X register for NEXT
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; 27,031,274 cycles = roughly 27s -- save LAST / skip OUTL
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scroll_hgr_left:
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scroll_hgr_left:
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lda #$0 ; 2
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lda #$0 ; 2
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@ -285,11 +287,11 @@ scroll_done:
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;
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;
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; 86 init
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; 86 init
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; 10* (unrolled)
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; 10* (unrolled)
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; 3* hgr_scroll_line_loop: 15
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; 3* hgr_scroll_line_loop: 10
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; high bit 20
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; high bit 20
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; prepare bits: 18
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; prepare bits: 18
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; output new byte: 20
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; output new byte: 20
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; 1* hgr_scroll_line_loop: 20
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; 1* hgr_scroll_line_loop: 15
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; high bit 20
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; high bit 20
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; prepare bits: 18
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; prepare bits: 18
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; output new byte: 20
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; output new byte: 20
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@ -304,6 +306,7 @@ scroll_done:
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; (79*3 + 84*1 + 7)*10+91 = 3341 -- unroll 4 times
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; (79*3 + 84*1 + 7)*10+91 = 3341 -- unroll 4 times
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; (75*3 + 80*1 + 7)*10+105= 3225 -- move to INL=OUTL+1
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; (75*3 + 80*1 + 7)*10+105= 3225 -- move to INL=OUTL+1
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; (73*3 + 78*1 + 7)*10+105= 3145 -- use X register for next
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; (73*3 + 78*1 + 7)*10+105= 3145 -- use X register for next
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; (68*3 + 73*1 + 7)*10+105= 2945 -- use LAST instead of load
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hgr_scroll_line:
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hgr_scroll_line:
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setup_column_40:
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setup_column_40:
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@ -400,18 +403,20 @@ done_count:
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;===========
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;===========
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; 14
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; 14
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lda (OUTL),Y ; get pixel block of interest ; 5
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tax
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; repeated 10 times
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; repeated 10 times
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hgr_scroll_line_loop:
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hgr_scroll_line_loop:
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;============= Unroll 0
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;============= Unroll 0
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lda (OUTL),Y ; get pixel block of interest ; 5
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stx CURRENT ; 3
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sta CURRENT ; 3
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lda (INL),Y ; get subsequent pixel block ; 5
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lda (INL),Y ; get subsequent pixel block ; 5
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tax ; NEXT ; 2
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tax ; NEXT ; 2
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;===================
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;===================
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; 15
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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; makes some color flicker, is there a better way?
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@ -467,13 +472,12 @@ output_new0:
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;============= Unroll 1
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;============= Unroll 1
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lda (OUTL),Y ; get pixel block of interest ; 5
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stx CURRENT ; CURRENT=NEXT ; 3
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sta CURRENT ; 3
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lda (INL),Y ; get subsequent pixel block ; 5
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lda (INL),Y ; get subsequent pixel block ; 5
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tax ; NEXT ; 2
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tax ; NEXT ; 2
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;===================
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;===================
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; 15
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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; makes some color flicker, is there a better way?
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@ -528,13 +532,12 @@ output_new1:
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;============= Unroll 2
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;============= Unroll 2
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lda (OUTL),Y ; get pixel block of interest ; 5
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stx CURRENT ; CURRENT=NEXT ; 3
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sta CURRENT ; 3
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lda (INL),Y ; get subsequent pixel block ; 5
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lda (INL),Y ; get subsequent pixel block ; 5
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tax ; NEXT ; 2
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tax ; NEXT ; 2
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;===================
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;===================
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; 15
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; 10
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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; makes some color flicker, is there a better way?
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@ -589,8 +592,7 @@ output_new2:
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;============= Unroll 3
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;============= Unroll 3
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lda (OUTL),Y ; get pixel block of interest ; 5
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stx CURRENT ; CURRENT=NEXT ; 3
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sta CURRENT ; 3
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cpy #39 ; 2
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cpy #39 ; 2
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bne not_thirtynine ; 3
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bne not_thirtynine ; 3
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@ -603,8 +605,8 @@ not_thirtynine:
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done_thirtynine:
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done_thirtynine:
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tax ; NEXT ; 2
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tax ; NEXT ; 2
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;===================
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;===================
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; usually: 20
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; usually: 15
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; rarely: 18
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; rarely: 15
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; if in bit 2 or 6 of horiz scroll, shift the color bit over
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; makes some color flicker, is there a better way?
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; makes some color flicker, is there a better way?
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