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.. | ||
graphics_battle | ||
graphics_credits | ||
graphics_map | ||
graphics_title | ||
music | ||
battle_sprites.inc | ||
c00_scrn_offsets.s | ||
common_defines.inc | ||
credits_sprites.inc | ||
credits.s | ||
decompress_fast_v2.s | ||
delay_a.s | ||
draw_menu.s | ||
flying_mode7.s | ||
flying_sprites.inc | ||
gr_copy.s | ||
gr_fast_clear.s | ||
gr_hlin.s | ||
gr_hline.s | ||
gr_offsets.s | ||
gr_pageflip.s | ||
gr_put_num.s | ||
gr_putsprite_crop.s | ||
gr_putsprite_mask.s | ||
gr_putsprite.s | ||
gr_vlin.s | ||
hardware.inc | ||
hello.bas | ||
help_flying.s | ||
help_overworld.s | ||
init_vars.s | ||
interrupt_handler.s | ||
joystick.s | ||
keyboard.s | ||
load_game.s | ||
loader.s | ||
long_wait.s | ||
Makefile | ||
mockingboard.s | ||
move_letters.s | ||
multiply_fast.s | ||
NOTES | ||
play_music.s | ||
pt3_lib_core.s | ||
pt3_lib_init.s | ||
pt3_lib_irq_handler.s | ||
pt3_lib_mockingboard_detect.s | ||
pt3_lib_mockingboard_setup.s | ||
README | ||
rotate_intro.s | ||
rotozoom.s | ||
select_item.s | ||
sound_effects.s | ||
speaker_tone.s | ||
text_print.s | ||
tfv_battle_attack.s | ||
tfv_battle_boss.s | ||
tfv_battle_draw_hero.s | ||
tfv_battle_enemy.s | ||
tfv_battle_limit.s | ||
tfv_battle_magic.s | ||
tfv_battle_menu.s | ||
tfv_battle_summons.s | ||
tfv_battle.s | ||
tfv_drawmap.s | ||
tfv_flying.s | ||
tfv_game_over.s | ||
tfv_opener.s | ||
tfv_overworld.s | ||
tfv_sprites.inc | ||
tfv_textentry.s | ||
tfv_title.s | ||
tfv_world.s | ||
tfv.dsk | ||
TODO | ||
vapor_lock.s | ||
wait_keypressed.s | ||
zp.inc |
Talbot Fantasy 7 by Deater (Vince Weaver) vince@deater.net http://www.deater.net/weave/vmwprod/tfv/ Background ~~~~~~~~~~ What you've always wanted, a poorly done FF7 clone for the Apple II. Yes, I'm using the 40x40 15-color Low-resolution graphics mode of the Apple II. This means the game could in theory run on the original Apple II released in 1977 (if you had been fabulously rich enough to populate all 48k of RAM). Memory Map ~~~~~~~~~~ $00 zero page $01 stack $02-$03 ?? $04-$07 lores page 1 $08-$0b lores page 2 $0c-$0f background graphics $10-$1f ?? $20-??? code AE-20 = 36.4k $AE-$B5 music buffer 2k $B6-$BD multiply tables 2k $BE-$BF ?? $C0-$CF I/O $D0-$FF ROM Mode7 Optimization Notes ~~~~~~~~~~~~~~~~~~~~~~~~ Original implementation: Multiplying 1.0 * 2.0 = 2.0, took 707 cycles Multiplying ff.ff * ff.ff = 0.0, took 761 cycles Cycles: flying= 162 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 88,179 Cycles: mode7= 76,077 Cycles: lookup_map= 33,920 Cycles: put_sprite= 2,561 ================================== Total = 200,971 Frame Rate = 4.98 fps Update Multiply to use zero page addresses: Multiplying 1.0 * 2.0 = 2.0, took 616 cycles Multiplying ff.ff * ff.ff = 0.0, took 664 cycles Cycles: flying= 162 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 76,561 Cycles: mode7= 76,077 Cycles: lookup_map= 33,920 Cycles: put_sprite= 2,561 =================================== Total = 189,353 Frame Rate = 5.28 fps Update to use "fast multiply" w 2kB squares table lookup: Multiplying 1.0 * 2.0 = 2.0, took 228 cycles Multiplying ff.ff * ff.ff = 0.0, took 272 cycles Cycles: flying= 162 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 27,041 Cycles: mode7= 76,077 Cycles: lookup_map= 33,920 Cycles: put_sprite= 2,561 ================================= Total = 139,833 Frame Rate = 7.15 fps Update to optimize fast multiply (reusing NUM1H, return results in register) Multiplying 1.0 * 2.0 = 2.0, took 234 cycles Multiplying ff.ff * ff.ff = 0.0, took 278 cycles Cycles: flying= 162 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 24,935 Cycles: mode7= 73,925 Cycles: lookup_map= 33,920 Cycles: put_sprite= 2,561 ================================= Total = 135,575 Frame Rate = 7.38 fps Add a cache to lookup_map Cycles: flying= 162 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 24,935 Cycles: mode7= 73,445 Cycles: lookup_map= 24,649 Cycles: put_sprite= 2,561 ================================= Total = 125,824 Frame Rate = 7.95 fps Don't draw sky every frame Cycles: flying= 162 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 24,935 Cycles: mode7= 69,099 Cycles: lookup_map= 24,649 Cycles: put_sprite= 2,561 ================================= Total = 121,478 Frame Rate = 8.23 fps Move checking if over water out of critical section Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 24,935 Cycles: mode7= 54,374 Cycles: lookup_map= 24,712 Cycles: put_sprite= 2,561 ================================= Total = 106,841 Frame Rate = 9.36 fps Move to 40x40 mode Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 49,613 Cycles: mode7= 123,701 Cycles: lookup_map= 48,847 Cycles: put_sprite= 2,561 ================================= Total = 224,981 Frame Rate = 4.44 fps Remove some unnecessary zero page copies in the mode7 code Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 49,613 Cycles: mode7= 141,269 Cycles: lookup_map= 21,718 Cycles: put_sprite= 2,561 ================================ Total = 215,420 Frame Rate = 4.64 fps A few more minor cleanups in the Y loop Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 49,613 Cycles: mode7= 140,858 Cycles: lookup_map= 21,718 Cycles: put_sprite= 2,561 =============================== Total = 215,009 Frame Rate = 4.65 fps Add some self-modifying code to inner loop: Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 49,613 Cycles: mode7= 131,610 Cycles: lookup_map= 21,718 Cycles: put_sprite= 2,561 ================================ Total = 205,761 Frame Rate = 4.86 fps More self-modifying code, also move SCREEN_X to X register Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 49,613 Cycles: mode7= 118,034 Cycles: lookup_map= 22,747 Cycles: put_sprite= 2,561 ================================ Total = 193,214 Frame Rate = 5.18 fps Remove unneeded precision in the 8.8 x 8.8 fixed point multiply Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 43,588 Cycles: mode7= 118,034 Cycles: lookup_map= 22,747 Cycles: put_sprite= 2,561 ================================ Total = 187,189 Frame Rate = 5.34 fps In-line unsigned multiply inside of signed multiply (save 12 cycles) Multiplying 1.0 * 2.0 = 2.0, took 198 cycles Multiplying ff.ff * ff.ff = 0.0, took 218 cycles Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 40,888 Cycles: mode7= 118,034 Cycles: lookup_map= 22,747 Cycles: put_sprite= 2,561 ================================ Total = 184,489 Frame Rate = 5.42 fps Have loop counter count down from 40 instead of count up (avoid compare) Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 40,888 Cycles: mode7= 115,538 Cycles: lookup_map= 22,747 Cycles: put_sprite= 2,561 ================================ Total = 181,993 Frame Rate = 5.49 fps Move spacez updates out of line and also do some self modifying code Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 40,680 Cycles: mode7= 114,830 Cycles: lookup_map= 22,747 Cycles: put_sprite= 2,561 ================================ Total = 181,077 Frame Rate = 5.52 fps Re-arranged multiply result register to allow more optimization. This looks like a pessimization, but it's because the cycle counting code had been undercounting and missed a few add routines :( Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 40,680 Cycles: mode7= 115,150 Cycles: lookup_map= 22,747 Cycles: put_sprite= 2,561 ================================ Total = 181,397 Frame Rate = 5.51 fps Make lookup_map inline. Again it looks like an impressive speedup but some of this was fixing the cycle count estimates. Cycles: flying= 187 Cycles: getkey= 46 Cycles: page_flip= 26 Cycles: multiply= 40,680 Cycles: mode7= 111,882 Cycles: lookup_map= 19,872 Cycles: put_sprite= 2,561 ================================ Total = 175,254 Frame Rate = 5.71 fps Each cycle removed from inner X loop saves 32*40=1280 cycles