0 Members and 1 Guest are viewing this topic.
This makes me wonder about sprites.
My concern are math operations, though. On the 39gII, maths, especially floating points calculations, were particularly slow compared to graphical display. In the Prime emu, if I use decimals I see a noticeable slowdown when I do complex animations and stuff.
You might even need to slow down your games with some loops!
Quote from: DJ Omnimaga on August 08, 2013, 05:31:26 pmThis makes me wonder about sprites.Something like this should work... haven't tested it. Scales it up too.EXPORT Sprite()BEGINDIMGROB_P(G2,4,4,{ #7C0003E0001F0000:64, #0, #0, #7C0003E0001F0000:64 });BLIT_P(G0,20,20,100,100,G2,RGB(0,0,0));WAIT(3);END;QuoteMy concern are math operations, though. On the 39gII, maths, especially floating points calculations, were particularly slow compared to graphical display. In the Prime emu, if I use decimals I see a noticeable slowdown when I do complex animations and stuff.Please elaborate. Basically, in the non-CAS programming there is absolutely no difference internally between 1 1.0, 1.1 or 1.1111111111. They are all the same thing.TW
thanks, I'll try that code later. As for decimals, I mean that in the emulator, I noticed that stuff like A+1.1 is noticeably slower than A+1. I'll have to give that another try when i get home on my comp.
It might be that the C++ compiler is able to optimize Ints and Integers more than Floats and Doubles on the computer, yet on the calculator they are just as fast.
@critor: Question: Is the LCD refresh rate capped at a certain framerate like on the 39gII (which was 10 FPS)?