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@@ -376,7 +376,7 @@ hline_filled_right .byte 0, %10000000, %11000000, %11100000, %11110000, %1111
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_ormask .byte 128, 64, 32, 16, 8, 4, 2, 1
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; note: this can be even faster if we also have a 320 word x-lookup table, but hey, that's a lot of memory.
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; see http://codebase64.org/doku.php?id=base:various_techniques_to_calculate_adresses_fast_common_screen_formats_for_pixel_graphics
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; see https://codebase64.net/doku.php?id=base:various_techniques_to_calculate_adresses_fast_common_screen_formats_for_pixel_graphics
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; the y lookup tables encodes this formula: BITMAP_ADDRESS + 320*(py>>3) + (py & 7) (y from 0..199)
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; We use the 64tass syntax for range expressions to calculate this table on assembly time.
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@@ -3,7 +3,7 @@
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;
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; some more interesting routines can be found here:
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; http://6502org.wikidot.com/software-math
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; http://codebase64.org/doku.php?id=base:6502_6510_maths
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; https://codebase64.net/doku.php?id=base:6502_6510_maths
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; https://github.com/TobyLobster/multiply_test
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; https://github.com/TobyLobster/sqrt_test
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@@ -353,7 +353,7 @@ _divisor .word ?
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randword .proc
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; -- 16 bit pseudo random number generator into AY
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; default seed = $00c2 $1137. NOTE: uses self-modifying code so won't work in ROM (use randword_rom instead)
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; routine from https://codebase64.org/doku.php?id=base:x_abc_random_number_generator_8_16_bit
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; routine from https://codebase64.net/doku.php?id=6502_6510_maths:x_abc_random_number_generator_8_16_bit
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inc x1
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clc
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x1=*+1
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@@ -377,7 +377,7 @@ b1=*+1
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randword_rom .proc
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; -- 16 bit pseudo random number generator into AY. Can run from ROM.
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; NOTE: you have to set the initial seed using randseed_rom! (a good default seed = $00c2 $1137)
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; routine from https://codebase64.org/doku.php?id=base:x_abc_random_number_generator_8_16_bit
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; routine from https://codebase64.net/doku.php?id=6502_6510_maths:x_abc_random_number_generator_8_16_bit
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inc _x1
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clc
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lda _x1
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@@ -380,7 +380,7 @@ _quadrant_region_to_direction:
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asmsub atan2(ubyte x1 @R0, ubyte y1 @R1, ubyte x2 @R2, ubyte y2 @R3) -> ubyte @A {
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;; Calculate the angle, in a 256-degree circle, between two points into A.
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;; The points (x1, y1) and (x2, y2) have to use *unsigned coordinates only* from the positive quadrant in the carthesian plane!
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;; https://www.codebase64.org/doku.php?id=base:8bit_atan2_8-bit_angle
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;; http://codebase64.net/doku.php?id=base:8bit_atan2_8-bit_angle
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;; This uses 2 large lookup tables so uses a lot of memory but is super fast.
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%asm {{
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@@ -27,7 +27,7 @@ of these library modules automatically as required.
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.. note::
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Several algorithms and math routines in Prog8's assembly library files are adapted from
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code publicly available on https://www.codebase64.org/
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code publicly available on https://www.codebase64.net/
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.. _builtinfunctions:
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