0 Members and 1 Guest are viewing this topic.
Y and ᴇF8*2+(X/2/2/2)+L₁→D⁻(X^8)→I⁻(Y^8)→J12→BLbl LB 64 Lbl LA →A If {*2+B+D} →C Pt-On(B*8+I,A+J,C*8+Pic0) End If A -8 Goto LA EndIf {°B-1}ʳ -256→{°B-1}ʳ Goto LBEnd
Tilemap offset; optimized version of Y/8*16+(X/8)+L₁→DX offset; Y offsetFor(B,12,0,⁻1)For(A,64,0,⁻8)If tile != 0Store tile valueDisplay tileSecond part of For(A) loopSecond part of For(B) loopUtilizes the fact that the second byte of A is 0 and -256 is faster than -1
Epic. I love return'd value hacks
That's amazing, Runer. Do you always come up with code like this?
Quote from: Deep Thought on February 05, 2011, 11:48:39 pmEpic. I love return'd value hacks My favorite Axe optimization trick!
That's going be a thing of the past. That optimization is built into Axe now.
A-1->A!If A...
A-1->A!If...