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Assuming that each image is 8*8 (thus 8 bytes long) and that x and y go from 0 to tilemap_width-1 and tilemap_height-1 respectively (in number of sprites, not pixels) and X and Y go from 0 to 11 and 7 respectively
In other news, Frey continues kicking unprecedented levels of ass.
A prefix version of ++ and -- that returns the in/decremented value instead of the previous one.
Can the fill( function be auto opted when the byte it should fill with is a predetermined constant?And can it be optimised even further if the size is less than 256?I think it would look like this:0<size<256:bytesize: 7ld b,*ld(hl),*inc hldjnz -5size>=256bytesize: 15xor ald bc,**ld(hl),*inc hldjnz -5ld b,255dec ccp cjr z,-11and I think the current code has a size of 18 bytes.I don't know if the code I gave is as optimised as it can be (nor have I tested it yet), but it is smaller.
I don't know whatever this is possible, but I was thinking about an option where you can precompile a file, so that if it is called by another file that is being compiled, it compiles faster.so you can precompile everything, except the level design part and then only recompile that for faster testing.
also, i think I've found a smaller code for ee14 (if it isn't changed already).now it takes 7 bytes, but it can be done with 6 bytes only too with as code:xor aadd hl,hladd hl,hlld h,arlald l,aI thought I found a better way for ee15 too, but it seems the auto opts file was wrong about that.
Quote from: jo-thijs on July 26, 2013, 01:12:44 pmI don't know whatever this is possible, but I was thinking about an option where you can precompile a file, so that if it is called by another file that is being compiled, it compiles faster.so you can precompile everything, except the level design part and then only recompile that for faster testing.This sounds like a very tricky thing to do. Hopefully it won't really be necessary to consider such aggressive and complicated speed improvements if the base compiling process itself can be made faster.
wait, i just got a good idea....maybe adding like a optional 2nd line header which tells axe for which shell to compile, that way you don't always have to switch from app to noshell when you want to make an appvar.
Quote from: Sorunome on July 28, 2013, 07:41:48 amwait, i just got a good idea....maybe adding like a optional 2nd line header which tells axe for which shell to compile, that way you don't always have to switch from app to noshell when you want to make an appvar.Exactly what I suggested.
Also an appvar "shell" could be nice.