PT_ isn't using convhex correctly, just wanted to throw that out there. *runs away*

Have spasm output a .bin, and *then* compress.
Time for some small updates. Last days I've been busy with optimizing the routine to display all the tiles at the screen. I've decided to add a border around the field, to avoid clipping, and with the help of both grosged and TheMachine, I got it down to like 711751 cycles, which is really good ;D When there are no more optimizations left, I will start with other stuff, such as the edges of the field and scrolling Smile

Entire code (DrawFieldStart = mpShaData, AoCEDisplayIsoTile = cursorImage):

Code:
DrawField:
   scf
   sbc hl, hl
   ld (hl), 2
; Speed: 722161/721349/711751 cycles
   ld hl, -3
   jp mpShaData
   
DrawFieldStart:
   add hl, sp
   ld (TempSP2 - AoCEDisplayIsoTile + cursorImage), hl
   ld hl, (currDrawingBuffer)
   ld de, 15
   add hl, de
   ld (startingPosition - DrawFieldStart + mpShaData), hl
   ld de, 8*320
   ld b, 29
DisplayEachRowLoop:
   bit 0, b
   exx
startingPosition = $+2
   ld iy, 0
   ld a, 10
   jr nz, DisplayRowOfTilesLoop
   dec a
   lea iy, iy+16
DisplayRowOfTilesLoop:
   ld hl, _tile_test \.r2
   call cursorImage
   lea iy, iy+32
   dec a
   jr nz, DisplayRowOfTilesLoop
   exx
   add hl, de
   ld (startingPosition - DrawFieldStart + mpShaData), hl
   djnz DisplayEachRowLoop
   ret
DrawFieldEnd:
.echo DrawFieldEnd-DrawFieldStart

AoCEDisplayIsoTile:
; Thanks a lot to TheMachine02 and grosged for help and optimizations!
; Input:
;   IY = pointer to output
;   HL = pointer to iso sprite
;
; Bytes: 168 bytes
; Time: 2558 cycles

   lea de, iy
   ld ix, 0
   lea bc, ix+2
   add ix, de
   ld sp, 320
   ldir
   add ix, sp
   lea de, ix-2
   ld c, 6
   ldir
   add ix, sp
   lea de, ix-4
   ld c, 10
   ldir
   add ix, sp
   lea de, ix-6
   ld c, 14
   ldir
   add ix, sp
   lea de, ix-8
   ld c, 18
   ldir
   add ix, sp
   lea de, ix-10
   ld c, 22
   ldir
   add ix, sp
   lea de, ix-12
   ld c, 26
   ldir
   add ix, sp
   lea de, ix-14
   ld c, 30
   ldir
   add ix, sp
   lea de, ix-15
   ld c, 32
   ldir
   add ix, sp
   lea de, ix-14
   ld c, 30
   ldir
   add ix, sp
   lea de, ix-12
   ld c, 26
   ldir
   add ix, sp
   lea de, ix-10
   ld c, 22
   ldir
   add ix, sp
   lea de, ix-8
   ld c, 18
   ldir
   add ix, sp
   lea de, ix-6
   ld c, 14
   ldir
   add ix, sp
   lea de, ix-4
   ld c, 10
   ldir
   add ix, sp
   lea de, ix-2
   ld c, 6
   ldir
   add ix, sp
   lea de, ix
   ldi
   ldi
TempSP2 = $+1
   ld sp, 0
   ret
AoCEDisplayIsoTileEnd:

If you see optimizations, feel free to post it Razz
PT_ wrote:
Time for some small updates. Last days I've been busy with optimizing the routine to display all the tiles at the screen. I've decided to add a border around the field, to avoid clipping, and with the help of both grosged and TheMachine, I got it down to like 711751 cycles, which is really good ;D When there are no more optimizations left, I will start with other stuff, such as the edges of the field and scrolling Smile

Entire code (DrawFieldStart = mpShaData, AoCEDisplayIsoTile = cursorImage):

Code:
DrawField:
   scf
   sbc hl, hl
   ld (hl), 2
; Speed: 722161/721349/711751 cycles
   ld hl, -3
   jp mpShaData
   
DrawFieldStart:
   add hl, sp
   ld (TempSP2 - AoCEDisplayIsoTile + cursorImage), hl
   ld hl, (currDrawingBuffer)
   ld de, 15
   add hl, de
   ld (startingPosition - DrawFieldStart + mpShaData), hl
   ld de, 8*320
   ld b, 29
DisplayEachRowLoop:
   bit 0, b
   exx
startingPosition = $+2
   ld iy, 0
   ld a, 10
   jr nz, DisplayRowOfTilesLoop
   dec a
   lea iy, iy+16
DisplayRowOfTilesLoop:
   ld hl, _tile_test \.r2
   call cursorImage
   lea iy, iy+32
   dec a
   jr nz, DisplayRowOfTilesLoop
   exx
   add hl, de
   ld (startingPosition - DrawFieldStart + mpShaData), hl
   djnz DisplayEachRowLoop
   ret
DrawFieldEnd:
.echo DrawFieldEnd-DrawFieldStart

AoCEDisplayIsoTile:
; Thanks a lot to TheMachine02 and grosged for help and optimizations!
; Input:
;   IY = pointer to output
;   HL = pointer to iso sprite
;
; Bytes: 168 bytes
; Time: 2558 cycles

   lea de, iy
   ld ix, 0
   lea bc, ix+2
   add ix, de
   ld sp, 320
   ldir
   add ix, sp
   lea de, ix-2
   ld c, 6
   ldir
   add ix, sp
   lea de, ix-4
   ld c, 10
   ldir
   add ix, sp
   lea de, ix-6
   ld c, 14
   ldir
   add ix, sp
   lea de, ix-8
   ld c, 18
   ldir
   add ix, sp
   lea de, ix-10
   ld c, 22
   ldir
   add ix, sp
   lea de, ix-12
   ld c, 26
   ldir
   add ix, sp
   lea de, ix-14
   ld c, 30
   ldir
   add ix, sp
   lea de, ix-15
   ld c, 32
   ldir
   add ix, sp
   lea de, ix-14
   ld c, 30
   ldir
   add ix, sp
   lea de, ix-12
   ld c, 26
   ldir
   add ix, sp
   lea de, ix-10
   ld c, 22
   ldir
   add ix, sp
   lea de, ix-8
   ld c, 18
   ldir
   add ix, sp
   lea de, ix-6
   ld c, 14
   ldir
   add ix, sp
   lea de, ix-4
   ld c, 10
   ldir
   add ix, sp
   lea de, ix-2
   ld c, 6
   ldir
   add ix, sp
   lea de, ix
   ldi
   ldi
TempSP2 = $+1
   ld sp, 0
   ret
AoCEDisplayIsoTileEnd:

If you see optimizations, feel free to post it Razz



Code:
ld hl, (currDrawingBuffer)
ld de, 15
add hl, de

Can be replaced with:

ld iy, (currDrawingBuffer)
lea hl, iy+15

Saves 1 byte, and 4 cycles.

That's all I got.
~21 FPS. Not bad, I'd say.
Got smooth scrolling working! Smile



It can actually be like 3 or 4 times faster, I disabled it for now to show it Wink
I notice a tiny amount of tearing. Is that just the recording feature, or is there actually tearing?
Edges work!!!!!!



Now the optimizing part begin, it's currently 908839 cycles Smile
Got something done.... it should be somehow related to placing resources and trees... Razz

Hehehe looks cool whatever it's doing Smile.
tr1p1ea wrote:
Hehehe looks cool whatever it's doing Smile.

*calculator violently convulses, causes seizures, crashes, hard bricked, children crying in the distance*

tr1p1ea: KEWL Surprised Shock
Alright, it was supposed to be this:



The green pixels are trees, the black pixels not Razz The map size will be either 128 or 144, not sure yet.
It is supposed to work correctly Razz

PT_ wrote:
It is supposed to work correctly Razz



That's amazing. Like seriously. Good Idea Good Idea Good Idea Surprised

Good job so far; can we have a list of things to-do and things accomplished? This would be extremely ambitious for anyone, but knowing you, you'll get it done, and beyond anyone's expectations!

Good Luck!

EDIT:
PT_ wrote:
Alright, it was supposed to be this:



The green pixels are trees, the black pixels not Razz The map size will be either 128 or 144, not sure yet.


I vote 128, but (i know it's a clone, but you can take some creative liberties Idea) some of the larger buildings should be *slightly* smaller (I.E. a 64 tile size could be reduced to 48 ), just so that players are OK with the smaller map size.
Finally it works!! Very Happy

PT_ wrote:
Finally it works!! Very Happy


What are the 4 tiles in the center for? It looks great!
TREES! MORE TREES! WHO WANTS SOMETHING ELSE THAN TREES???

PT_ wrote:
TREES! MORE TREES! WHO WANTS SOMETHING ELSE THAN TREES???



Me! I want rocks Razz
Nice tree sprites, PT! I really like them. Smile That looks incredibly smooth.
PT_ wrote:
TREES! MORE TREES! WHO WANTS SOMETHING ELSE THAN TREES???



BUSHES! CACTI! MORE BUSHES! Very Happy
Great work on this so far, can't wait to see it finished Smile
Battlesquid wrote:
BUSHES! CACTI! MORE BUSHES! Very Happy


Okay Smile

  
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