dos33fsprogs/utils/gr-sim/dots/NOTES
2023-11-28 00:38:18 -05:00

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Look reasonably well want at least 128 dots at 25Hz or so.
Hard to do. Each dot has 4 muls and 2 divides which is expensive on 6502.
Lookup tables? At some point they are so large you might as well just
do a movie.
Note even C64 version isn't accurate to the original.
Initial implementation:
512 dots, 2450 frames (35s when run at 70Hz which is what VGA does)
256 dots, 2450 frames is ~1MB of data
With this setup:
$FF = all done
$FE = new frame shadow
$FD = new frame balls
For X:
$0..$27 (0..39) 00XX XXXX
both
1100 0000 - 1110 0111
$C0-$E7
top 1000 0000 - 1010 0111
$80-$A7
bottom
0100 0000 - 0110 0111
$40-$67
new row
0000 0000 - 0001 0111
$00-$17
For Y:
$0..$17 (0..23) 000X XXXX
01XX XXXX = new row
specify top/bottom/both
256 dots/2450 frames = 709,134 bytes
skip factor 1 (none) = 41s
skip factor 2 OK = 37s
2450 frames @70Hz = 350 frames at 10Hz
70=7*5*2
without dot removal
70fps 35fps 14fps 10fps 7fps 5fps
256 dots: 709134 101304 70913 50652
128 dots: 462169 66024 46216 33012
64 dots: 290877 41533 29087 20776
with dot removal
70fps 35fps 14fps 10fps 7fps 5fps
256 dots: 677907
128 dots: 448966 44767
64 dots: 285486 40694
new compact format
70fps 35fps 14fps 10fps 7fps 5fps
256 dots: 76516 53447 38227
128 dots: 52456 36632
64 dots: 120183 34299
40k
zx02 version:
70fps 10fps 7fps 5fps
256 dots: 1.4MB
128 dots: 1.4MB
actual version:
requires 4 multiplies and 2 divides for each point
have a routine 250 cycles for multiply
250x6x256 = 384000 = 2 fps