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8bb17895a9
* Split the creation of the sprite stamps from adding the sprites themselves. This allows for 48 stamps that can be pre-rendered and quickly reassigned to sprites for animations. * Inlined all calls to PushDirtyTile. This both removed significant overhead from calling the small function and, since almost all callers we checking multiple tiles, we were able to avoid incrementing the count each time and just add a single incrments at the end. * Switched from recording each tile that a sprite intersects with each from to only recording the top-left tile and the overlap size. This reduced overhead for larger sprites and removed the needs for an end-of-list marker. * Much more aggressive caching of Sprite and Tile Store values in order to streamline the inner tile dispatch routines. * Moving TileStore and Sprites (and other supporting data structures) into a separate data bank. Needed just for size purposes and provide micro-optimizations by opening up the use of abs,y addressing modes. * Revamped multi-sprite rendering code to avoid the need to copy any masks and all stacked sprites can be drawn via a sequence of and [addrX],y; ora (addrX),y where addrX is set once per tile. * General streamlining to reduct overhead. This work was focused on removing as much per-tile overhead as possible. |
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BG0.s | ||
BG1.s | ||
Blitter.s | ||
Horz.s | ||
PEISlammer.s | ||
SCB.s | ||
Tables.s | ||
Template.s | ||
Tiles00000.s | ||
Tiles00001.s | ||
Tiles00010.s | ||
Tiles00011.s | ||
Tiles01000.s | ||
Tiles01001.s | ||
Tiles01010.s | ||
Tiles10000.s | ||
Tiles10001.s | ||
Tiles10010.s | ||
Tiles10011.s | ||
Tiles11000.s | ||
Tiles11001.s | ||
Tiles11010.s | ||
Tiles11011.s | ||
Tiles.s | ||
TilesBG1.s | ||
Vert.s |