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https://github.com/lscharen/iigs-game-engine.git
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Make sure all macros add the vbuff offsets
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parent
3591c494bf
commit
1de4c0bc7f
76
src/Tiles.s
76
src/Tiles.s
@ -269,10 +269,14 @@ dobit mac
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beq last_bit
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tax
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lda (SPRITE_VBUFF_PTR+{]1*2}),y
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clc
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adc _Sprites+TS_VBUFF_BASE+{]1*2}
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sta sprite_ptr0+{]2*4}
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txa
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jmp ]3
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last_bit lda (SPRITE_VBUFF_PTR+{]1*2}),y
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clc ; pre-adjust these later
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adc _Sprites+TS_VBUFF_BASE+{]1*2}
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sta sprite_ptr0+{]2*4}
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jmp ]4
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next_bit
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@ -299,79 +303,13 @@ last_bit lda (SPRITE_VBUFF_PTR+{]1*2}),y
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next_bit
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<<<
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; Optimization discussion. In the Sprite2.s file, we calculate the VBUFF address for each tile overlapped
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; by a sprite:
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;
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; 4 lda VBuffOrigin
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; 3 adc ]2
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; 7 sta [tmp0],y
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;
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; and then in this macro it is loaded again and copied to the direct page. If a sprite is never drawn, this is
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; wasted work (which is not too ofter since >4 sprites would need to be overlapping), but still.
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;
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; 6 ldy: {]1*TILE_STORE_SIZE},x
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; 4 sty sprite_ptr0+{]2*4}
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;
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; Since we know *exactly* which sprite is being accessed, the _Sprites+TS_VBUFF_BASE,y value can be loaded without
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; an index
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;
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; 5 lda _Sprites+TS_VBUFF_BASE+{]1*2}
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; 6 adc {]1*TILE_STORE_SIZE},x
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; 4 sta sprite_ptr0+{]2*4}
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; 2 tya
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;
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; = a savings of at least (24 - 17) = 7 cycles per tile and more if the sprite is skipped.
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;
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; The problem is that this still required storing a value for the sprite in the tile store. What is ideal is
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; if there is a way to know implicitly which relative tile offset we are on for a given sprite and use
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; that to calculate the offset...
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;
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; What do we know
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; X = current tile
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; Sprite+TS_LOOKUP_INDEX
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;
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; txa
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; sbc _Sprites+TS_LOOKUP_INDEX+{]1*2}
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; tay
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; lda _Sprites+TS_VBUFF_BASE+{]1*2}
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; adc DisplacementTable,y
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; sta sprite_ptr0+{]2*4}
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;
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; Have the sprite select a table base which holds the offset values, pre-adjusted for the TS_LOOKUP_INDEX. The table
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; values are fixed. Yes!! This is the solution!! It will only need 288 bytes of total space
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;
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; Best implementation will pass the Tile Store index in Y instead of X
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;
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; 5 lda _Sprites+VBUFF_TABLE+{]1*2}
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; 6 sta self_mod
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; 6 lda $0000,x
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; 4 sta sprite_ptr0+{]2*4}
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; 2 tya
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;
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; or
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;
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; 5 lda _Sprites+VBUFF_TABLE+{]1*2}
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; 4 sta tmp0
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; 7 lda (tmp0),y
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; 4 sta sprite_ptr0+{]2*4}
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; 2 txa
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;
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; Even better, if the VBUFF_TABLE (only 32 bytes) was already stored in the second direct page
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;
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; 7 lda (VBUFF_TABLE+{]1*2}),y
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; 5 adc _Sprites+VBUFF_TABLE+{]1*2}
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; 4 sta sprite_ptr0+{]2*4}
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; 2 txa
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;
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; Final saving compared to current implementation is (24 - 18) = 6 cycles per tile and we eliminate
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; the need to pre-calculate
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;
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; If we find a last bit (4th in this case) and will exit
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stpbit mac
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lsr
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bcc next_bit
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lda (SPRITE_VBUFF_PTR+{]1*2}),y
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clc ; pre-adjust these later
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adc _Sprites+TS_VBUFF_BASE+{]1*2}
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sta sprite_ptr0+{]2*4}
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jmp ]3
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next_bit
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@ -380,6 +318,8 @@ next_bit
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; Last bit test which *must* be set
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endbit mac
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lda (SPRITE_VBUFF_PTR+{]1*2}),y
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clc ; pre-adjust these later
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adc _Sprites+TS_VBUFF_BASE+{]1*2}
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sta sprite_ptr0+{]2*4}
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jmp ]3
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<<<
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