optimized scroll routines by removing needless twin loops

This commit is contained in:
Irmen de Jong 2020-03-24 17:33:47 +01:00
parent 11e9539416
commit 131fe670a4

View File

@ -594,8 +594,6 @@ asmsub scroll_left_full (ubyte alsocolors @ Pc) clobbers(A, Y) {
; contents of the rightmost column are unchanged, you should clear/refill this yourself
; Carry flag determines if screen color data must be scrolled too
; TODO why are the two inner loops split apart? can't they just be one single .for/.next macro?
%asm {{
stx c64.SCRATCH_ZPREGX
bcs +
@ -605,18 +603,7 @@ asmsub scroll_left_full (ubyte alsocolors @ Pc) clobbers(A, Y) {
ldx #0
ldy #38
-
.for row=0, row<=12, row+=1
lda c64.Colors + 40*row + 1,x
sta c64.Colors + 40*row,x
.next
inx
dey
bpl -
ldx #0
ldy #38
-
.for row=13, row<=24, row+=1
.for row=0, row<=24, row+=1
lda c64.Colors + 40*row + 1,x
sta c64.Colors + 40*row,x
.next
@ -628,18 +615,7 @@ _scroll_screen ; scroll the screen memory
ldx #0
ldy #38
-
.for row=0, row<=12, row+=1
lda c64.Screen + 40*row + 1,x
sta c64.Screen + 40*row,x
.next
inx
dey
bpl -
ldx #0
ldy #38
-
.for row=13, row<=24, row+=1
.for row=0, row<=24, row+=1
lda c64.Screen + 40*row + 1,x
sta c64.Screen + 40*row,x
.next
@ -664,41 +640,23 @@ asmsub scroll_right_full (ubyte alsocolors @ Pc) clobbers(A) {
+ ; scroll the color memory
ldx #38
-
.for row=0, row<=12, row+=1
.for row=0, row<=24, row+=1
lda c64.Colors + 40*row + 0,x
sta c64.Colors + 40*row + 1,x
.next
dex
bpl -
ldx #38
-
.for row=13, row<=24, row+=1
lda c64.Colors + 40*row,x
sta c64.Colors + 40*row + 1,x
.next
dex
bpl -
_scroll_screen ; scroll the screen memory
ldx #38
-
.for row=0, row<=12, row+=1
.for row=0, row<=24, row+=1
lda c64.Screen + 40*row + 0,x
sta c64.Screen + 40*row + 1,x
.next
dex
bpl -
ldx #38
-
.for row=13, row<=24, row+=1
lda c64.Screen + 40*row,x
sta c64.Screen + 40*row + 1,x
.next
dex
bpl -
ldx c64.SCRATCH_ZPREGX
rts
}}
@ -716,16 +674,7 @@ asmsub scroll_up_full (ubyte alsocolors @ Pc) clobbers(A) {
+ ; scroll the color memory
ldx #39
-
.for row=1, row<=11, row+=1
lda c64.Colors + 40*row,x
sta c64.Colors + 40*(row-1),x
.next
dex
bpl -
ldx #39
-
.for row=12, row<=24, row+=1
.for row=1, row<=24, row+=1
lda c64.Colors + 40*row,x
sta c64.Colors + 40*(row-1),x
.next
@ -735,16 +684,7 @@ asmsub scroll_up_full (ubyte alsocolors @ Pc) clobbers(A) {
_scroll_screen ; scroll the screen memory
ldx #39
-
.for row=1, row<=11, row+=1
lda c64.Screen + 40*row,x
sta c64.Screen + 40*(row-1),x
.next
dex
bpl -
ldx #39
-
.for row=12, row<=24, row+=1
.for row=1, row<=24, row+=1
lda c64.Screen + 40*row,x
sta c64.Screen + 40*(row-1),x
.next
@ -768,16 +708,7 @@ asmsub scroll_down_full (ubyte alsocolors @ Pc) clobbers(A) {
+ ; scroll the color memory
ldx #39
-
.for row=23, row>=12, row-=1
lda c64.Colors + 40*row,x
sta c64.Colors + 40*(row+1),x
.next
dex
bpl -
ldx #39
-
.for row=11, row>=0, row-=1
.for row=23, row>=0, row-=1
lda c64.Colors + 40*row,x
sta c64.Colors + 40*(row+1),x
.next
@ -787,16 +718,7 @@ asmsub scroll_down_full (ubyte alsocolors @ Pc) clobbers(A) {
_scroll_screen ; scroll the screen memory
ldx #39
-
.for row=23, row>=12, row-=1
lda c64.Screen + 40*row,x
sta c64.Screen + 40*(row+1),x
.next
dex
bpl -
ldx #39
-
.for row=11, row>=0, row-=1
.for row=23, row>=0, row-=1
lda c64.Screen + 40*row,x
sta c64.Screen + 40*(row+1),x
.next