A tile-based game engine for the Apple IIgs written in 65816 asssembly language
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Lucas Scharenbroich 69ed76a65d Optimize the simple mixed BG0/BG1 handler
There is enough room in the 32-byte exception handler to inline the
9-byte epilogue when generating the code sequence for mixed BG1/BG0
rendering.

This code sequence is generated once and run for as many frames as the
word appear on screen, so saving an uncondition branch (3 cycles) at the
cost of 60 cycles is probably worth it.
2021-11-22 16:56:53 -06:00
.vscode Update skeleon to show a pictire on-screen 2020-08-19 00:35:30 -05:00
archive Add an archive of the old GTE sources 2018-07-30 23:23:05 -05:00
demos Use the 'f' key to have the SPRITE_HIDE flag set every other frame for a flashing effect 2021-11-22 13:27:27 -06:00
emu Final reorg; all projects build into a unified disk image for testing 2021-08-26 17:15:44 -05:00
macros Optimize the simple mixed BG0/BG1 handler 2021-11-22 16:56:53 -06:00
ref Reorg files; focus on S16 artifact 2021-03-21 21:59:54 -05:00
src Remove some dead code 2021-11-22 16:53:47 -06:00
tools Fix mask generation bug; mask was reversed 2021-11-20 11:09:57 -06:00
.gitignore Tweak ignore files 2021-08-30 22:13:24 -05:00
README.md Initial commit 2016-11-23 22:03:24 -06:00

iigs-game-engine

A tile-based game engine for the Apple IIgs written in 65816 asssembly language