Can someone help me optimize the quad buffering renderers ? I feel it's not optimal at all (even though I spent quite some time on them).
:Lbl LIN
:-4→r6
:r1*°MAPW+X+MPTR-6→r5
:For(13)
:¦ Pt-Off(r6,-4,{r5}*16+TPTR→r4,L1)
:¦ Pt-Off(r6,-4,r4+8,L1+144)
:¦ Pt-Off(r6,4,{r5+°MAPW}*16+TPTR→r4,L1)
:¦ Pt-Off(r6,4,r4+8,L1+144)
:¦ r5++
:¦ r6+8→r6
:End
:Return
:
:Lbl COL
:-4→r6
:Y-4*°MAPW+r1+MPTR→r5
:For(9)
:¦ Pt-Off(-4,r6,{r5}*16+TPTR→r4,L1
:¦ Pt-Off(12,r6,r4+8,L1
:¦ Pt-Off(4,r6,{r5+1}*16+TPTR→r4,L1
:¦ Pt-Off(20,r6,r4+8,L1
:¦ r5+°MAPW→r5
:¦ r6+8→r6
:End
:Return
These routines are basically speed optimized tile mappers that respectively draw two rows or columns (respectively).