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# Applesoft: Need For Speed
### So you like Applesoft ? And you think you can write an action game with it ? Or maybe a science program ? Yes, you can ... will it be fast ? ... Probably not ...
**So you like Applesoft ? And you think you can write an action game with it ? Or maybe a science program ? Yes, you can ... will it be fast ? ... Probably not ...**
### BUT, WAIT ! ... Where there's light, there's hope !
**BUT, WAIT ! ... Where there's light, there's hope !**
### Here are several tricks you can use to optimize your Applesoft code for SPEED !
**Here are several tricks you can use to optimize your Applesoft code for SPEED !**
Writing a fast action game in Applesoft is an antinomy: Applesoft is not fast enough for fast action games.
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1. [Use variables as placeholders for constant values](general/01_variables_for_constants.md): accessing a known value in a variable is faster than deciphering values in code.
2. [Declare your most used variables first](general/02_declare_most_used_variables_first.md): create and/or reference the variables you're going to use the most as soon1 as possible
3. [Use one-letter variables names whenever possible](general/03_use_one_letter_variables_names.md): longer variables names take longer to parse.
4. [Never use integer variables](04_never_use_integer_variables.md): they are always slower to use than float variables, even when you think they're not
4. [Avoid integer variables](04_avoid_integer_variables.md): they are slower to use than float variables except for one case. And even then, they might be slower regardless.
### Calculations
1. [Use addition instead of multiplication by 2](calculations/01_use_addition_instead_of_mul2.md): double addition of the same variable is faster than multiplying the variable by 2
2. [Addition is faster than subtraction](calculations/02_addition_is_faster_than_subtraction.md): avoid subtraction whenever possible but don't use negative constants.