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thank you mighty, now i know exactly how works linking.For the optimizations, you save 5 or 6 bytes when doing this:Code: [Select]!If A-20code...Endinstead of this:Code: [Select]If A=20code...End
!If A-20code...End
If A=20code...End
Quote from: Fast Crash on December 24, 2010, 04:58:21 amthank you mighty, now i know exactly how works linking.For the optimizations, you save 5 or 6 bytes when doing this:Code: [Select]!If A-20code...Endinstead of this:Code: [Select]If A=20code...EndWoah! I could never remember such thing, nice, it does make sense because if A is 20, A-20 will be 0, so !If...
Quote from: ScoutDavid on December 24, 2010, 06:19:37 amQuote from: Fast Crash on December 24, 2010, 04:58:21 amthank you mighty, now i know exactly how works linking.For the optimizations, you save 5 or 6 bytes when doing this:Code: [Select]!If A-20code...Endinstead of this:Code: [Select]If A=20code...EndWoah! I could never remember such thing, nice, it does make sense because if A is 20, A-20 will be 0, so !If...Actually, is it an optimization in size and speed? That's actually really nice. Because if A is less than 20, then it will just wrap around too. Very nice!
If A-20 and (B-20)code...End
:If A=1 and (B=2)To this::!If A-1 [16bit or] (B-2)
What saves more, this opt or the inData() trick? (assuming that the inData() routine already exists...and that there is only 1 comparison...iirc inData() with 1 comparison is like 12 or 13 bytes)Also, nice game Fast Crash
Thank you ! Now i have to finish linked multiplayer. It will be a bit slower than on-calc multiplayer, but that'll be fun . I just need mighty moose to test the first playable version.
thank you but i found how to link 2 calcs on wabbit emu.I just have a question: does the linking command use variables? or pointers? currently only constants work perfectly.