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Fourspriter: Alternate Version
#3
I like this code. These are like PRINT routines, but optimized for a specialized task :!:
Here you are some optimizations:

Code:
;; A LD BC,6 ; 10 EX DE,HL ; 4 ADD HL,BC ; 11 ; EX DE,HL ; 4 ;inc de ;inc de ;inc de ...
Since BC is later discarded, this can be replaced by
Code:
;; A LD HL, 6 ; 10 ADD HL, DE ; 11 ;inc de ;inc de ;inc de ...
This sequence occurs twice in the code. If you could use subversion, we could insert this into the library code in 1.2.6 so we can work as a team, submitting patches, and so on. :roll: (If you don't know, I could show you svn basic usages)

Code:
; xpos-- ld hl, xpos ld a, (hl) dec a ld (hl), a
This can be replaced by
Code:
; xpos-- ld hl, xpos dec (hl)

Since this is an xpos-- ANSI C output code (Z88DK, I guess) :-)
I think all commented code should be also removed out and comments translated into English (I could also do this).
Also JR is slower than JP. Since this routine is speed-critical, I replaced the jr here:
Code:
ld a, (de) cp 99 jp z, nxt3 ; <== JP is faster

And finally, function encapsulation optimization:
In order to call some asm functions from BASIC you do
Code:
SUB xxxx asm call asm_func end asm END SUB
Using FASTCALL with no parameters is like having an inline asm function. So you could return with a simple RET. But instead of returning from XXXX, you can return directly from asm_func:
Code:
SUB FASTCALL xxxx asm JP asm_func ; <== JUMP to asm_func and return from there end asm END SUB
Even better, you can do your asm functions directly callable both from ASM and BASIC contexts. Doing all of these changes, this is the resulting code:
Code:
#DEFINE BLACK 0 #DEFINE BLUE 1 #DEFINE RED 2 #DEFINE MAGENTA 3 #DEFINE GREEN 4 #DEFINE CYAN 5 #DEFINE YELLOW 6 #DEFINE WHITE 7 #DEFINE TRANSPARENT 8 #DEFINE CONTRAST 9 #DEFINE TRUE 1 #DEFINE FALSE 0 SUB fspInitialize (n as uByte, udgA as uByte, udgB as uByte, udgC as uByte, udgD as uByte,x as uByte,y as uByte) 'Initialize Sprite: n (sprite number 0-3);a,b,c,d (UDG number 0-20,99 means the sprite won't be printed) IF n>3 OR (udgA>20 AND udgA<>99) or udgB>20 or udgC>20 or udgD>20 then return : END IF : REM Bounds checking - so a bad function call doesn't poke all over memory. DIM targetAddr as uInteger targetAddr=@fspDataStart+(48*n) fspErase() POKE targetAddr,udgA targetAddr=targetAddr+1 POKE targetAddr,udgB targetAddr=targetAddr+1 POKE targetAddr,udgC targetAddr=targetAddr+1 POKE targetAddr,udgD targetAddr=targetAddr+1 POKE targetAddr,x targetAddr=targetAddr+1 POKE targetAddr,y targetAddr=targetAddr+1 POKE targetAddr,x targetAddr=targetAddr+1 POKE targetAddr,y fspBufferAndDraw() RETURN fspDataStart: REM This Section contains Fourspriter data and code that is called by other routines. ASM ;; 16x16 Sprites moving a character each frame ;; Copyleft 2009 The Mojon Twins. ;; Pergreñado por na_th_an ;; Uses UDGs (it reads the address from the system variables). ;; It moves up to 4 sprites, preserving the backgrounds. datap: ; each block is 48 bytes long. [This comment originally said 40 bytes, and it's clearly 48] ;; Sprite 1 udgs1: defb 99,0,0,0 ; Four UDGs of the first sprite. x_pos1: defb 0 ; X position in chars. y_pos1: defb 0 ; Y position in chars. cx_pos1: defb 0 ; Previous X position in chars. cy_pos1: defb 0 ; Previous Y position in chars. buffer1: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Background Gfx buffer. attrs1: defb 7,7,7,7 ; Sprite ATTRs buffatrs1: defb 0,0,0,0 ; Background Attr's buffer ;; Sprite 2 udgs2: defb 99,0,0,0 x_pos2: defb 0 y_pos2: defb 0 cx_pos2: defb 0 cy_pos2: defb 0 buffer2: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 attrs2: defb 7,7,7,7 buffatrs2: defb 0,0,0,0 ;; Sprite 3 udgs3: defb 99,0,0,0 x_pos3: defb 0 y_pos3: defb 0 cx_pos3: defb 0 cy_pos3: defb 0 buffer3: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 attrs3: defb 7,7,7,7 buffatrs3: defb 0,0,0,0 ;; Sprite 4 udgs4: defb 99,0,0,0 x_pos4: defb 0 y_pos4: defb 0 cx_pos4: defb 0 cy_pos4: defb 0 buffer4: defb 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 attrs4: defb 7,7,7,7 buffatrs4: defb 0,0,0,0 ;; General use coordinates xpos: defb 0 ypos: defb 0 cxpos: defb 0 cypos: defb 0 ;; Sprite control is done writing a certain number ;; in the Sprite's first UDG ;; If the first UDG is 99, it won't be printed docopy: borra_char: call get_scr_address ; DirecciÎáÎõÎån (xpos, ypos) en BC ld l, c ld h, b ; DirecciÎáÎõÎån (xpos, ypos) en HL ld a, (de) ld (hl), a inc h inc de ld a, (de) ld (hl), a inc h inc de ld a, (de) ld (hl), a inc h inc de ld a, (de) ld (hl), a inc h inc de ld a, (de) ld (hl), a inc h inc de ld a, (de) ld (hl), a inc h inc de ld a, (de) ld (hl), a inc h inc de ld a, (de) ld (hl), a inc h inc de ret ;; Esta funciÎáÎõÎån devuelve en bc la direcciÎáÎõÎån de memoria ;; de la posiciÎáÎõÎån (xpos, ypos) en carÎáÎõÎÝcteres. ExtraÎáÎõÎádo de cÎáÎõÎådigo ;; por BloodBaz. get_scr_address: push de ld a, (xpos) and 31 ld c, a ld a, (ypos) ld d, a and 24 add a, 64 ld b, a ld a, d and 7 rrca rrca rrca or c ld c, a pop de ret ;; Esta funciÎáÎõÎån devuelve en bc la direcciÎáÎõÎån de memoria ;; de la posiciÎáÎõÎån (xpos, ypos) dentro del archivo de atributos. ;; Adaptado de cÎáÎõÎådigo por Jonathan Cauldwell. ;; 010110YY YYYXXXXX get_attr_address: ld a, (ypos) ; Cogemos y rrca rrca rrca ; La multiplicamos por 32 ld c, a ; nos lo guardamos en c and 3 ; ponemos una mascarita 00000011 add a, 88 ; 88 * 256 = 22528, aquÎáÎõÎá empieza el tema ld b, a ; Hecho el bite superior. ld a, c ; Nos volvemos a traer y * 32 and 224 ; Mascarita 11100000 ld c, a ; Lo volvemos a poner en c ld a, (xpos) ; Cogemos x add a, c ; Le sumamos lo que tenÎáÎõÎáamos antes. ld c, a ; Listo. Ya tenemos en BC la direcciÎáÎõÎån. ret spare: defb 85,85,85,85,85,85,85,85 ;; Routine to save the background to the buffer ;borra_sprites: ; pointer = datap ; for (i = 0; i < 4; i ++) { ; CX = *(pointer + 6) ; CY = *(pointer + 7) ; scr_address = get_scr_address (CX, CY); ; for (j = 0; j < 8; j ++) { ; *scr_address = *(pointer + 8 + j); ; scr_address += 256; ; } ; scr_address = get_scr_address (CX+1, CY); ; for (j = 0; j < 8; j ++) { ; *scr_address = *(pointer + 16 + j); ; scr_address += 256; ; } ; scr_address = get_scr_address (CX, CY+1); ; for (j = 0; j < 8; j ++) { ; *scr_address = *(pointer + 24 + j); ; scr_address += 256; ; } ; scr_address = get_scr_address (CX+1, CY+1); ; for (j = 0; j < 8; j ++) { ; *scr_address = *(pointer + 32 + j); ; scr_address += 256; ; } ; pointer += 40; ; } fspEraseAsm: ld de, datap ; ld b, 4 ; i4chars2: push bc ;; ld a, (de) cp 99 jr z, nxt2 ;; A LD BC,6 ; 10 EX DE,HL ; 4 ADD HL,BC ; 11 ; EX DE,HL ; 4 ;inc de ;inc de ;inc de ;inc de ;inc de ;inc de ; Obtenemos xpos = CX ld DE, xpos ;ld a, (de) ;ld (hl), a LDI ;inc de ; Obtenemos ypos = CY ld DE, ypos ;ld a, (de) ;ld (hl), a ;inc de LDI EX DE,HL ;; B ; Pintamos el primer char call borra_char ; xpos++ ld hl, xpos inc (hl) ;; C ; Pintamos el segundo char call borra_char ; xpos -- ld hl, xpos ;ld a, (hl) ;dec a ;ld (hl), a dec (hl) ; ypos ++ ld hl, ypos inc (hl) ;; D ; Pintamos el tercer char call borra_char ; xpos++ ld hl, xpos inc (hl) ;; E ; Pintamos el cuarto char call borra_char ;; attr inc de inc de inc de inc de ;; ; xpos -- ld hl, xpos dec (hl) ; ypos -- ld hl, ypos dec (hl) ; call get_attr_address ; call copyattrs ; nxt2: pop bc djnz i4chars2 ret copia_char: call get_scr_address ; ld l, c ld h, b ; ld a, (hl) ld (de), a inc h inc de ld a, (hl) ld (de), a inc h inc de ld a, (hl) ld (de), a inc h inc de ld a, (hl) ld (de), a inc h inc de ld a, (hl) ld (de), a inc h inc de ld a, (hl) ld (de), a inc h inc de ld a, (hl) ld (de), a inc h inc de ld a, (hl) ld (de), a inc h inc de ret fspBufferAndDrawAsm: init_sprites: ; pointer = datap ; for (i = 0; i < 4; i ++) { ; X = *(pointer + 4); // A ; Y = *(pointer + 5); ; scr_address = get_scr_address (X, Y); // B ; for (j = 0; j < 8; j ++) { ; *(pointer + 8 + j) = *scraddress; ; scraddress += 256; ; } ; scr_address = get_scr_address (X+1, Y); // C ; for (j = 0; j < 8; j ++) { ; *(pointer + 16 + j) = *scraddress; ; scraddress += 256; ; } ; scr_address = get_scr_address (X, Y+1); // D ; for (j = 0; j < 8; j ++) { ; *(pointer + 24 + j) = *scraddress; ; scraddress += 256; ; } ; scr_address = get_scr_address (X+1, Y+1); // E ; for (j = 0; j < 8; j ++) { ; *(pointer + 32 + j) = *scraddress; ; scraddress += 256; ; } ; pointer = pointer + 40; ; } ld de, datap ; ld b, 4 ; i4chars: push bc ;; ld a, (de) cp 99 jr z, nxt1 ;; A LD HL, 4 ADD HL, DE ld DE, xpos ;ld a, (de) ;ld (hl), a ;inc de LDI ld DE, ypos LDI EX DE,HL inc de inc de ;; B ; call copia_char ; xpos++ ld hl, xpos inc (hl) ;; C ; call copia_char ; xpos -- ld hl, xpos dec (hl) ; ypos ++ ld hl, ypos inc (hl) ;; D ; call copia_char ; xpos++ ld hl, xpos inc (hl) ;; E ; call copia_char ;; Now we point to the ATTR buffer,adding 4: inc de inc de inc de inc de ;; ; xpos -- ld hl, xpos dec (hl) ; ypos -- ld hl, ypos dec (hl) call get_attr_address ld l, c ld h, b ld bc, 32 ; 1st character LDI ; bc was loaded with 32 instead of 31 ;to account for the BC-- this instruction has. ; 2nd character LDI add hl, bc ; we can get away with this ; because BC++ as well as hl-- ; 3rd character LDI ; 4th character LDI ; Fin del bucle nxt1: pop bc djnz i4chars ; ret - No! Go straight into Painting new sprites for speed. ;; Print sprites routine ;; UDGs are labeled from 0 to 21. The addres of the UDG is: ;; *(23675) + 256 * *(23676) + 8 * N fspDrawAsm: draw_sprites: ld de, datap ; ld b, 4 ; i4chars3: push bc ld a, (de) cp 99 jp z, nxt3 ;; copiar aquÎáÎõÎá "de" a un buffer call charsabuff ; Obtenemos xpos ld hl, xpos EX DE,HL LDI ; Obtenemos ypos ld DE, ypos LDI inc HL ; de inc HL ; de push HL ; de ld hl, bufchars call getde call docopy ; xpos++ ld hl, xpos inc (hl) ; DirecciÎáÎõÎån del grÎáÎõÎÝfico ld hl, bufchars+1 ;inc hl call getde ; Pintamos el segundo char call docopy ; xpos-- ld hl, xpos dec (hl) ; ypos ++ ld hl, ypos inc (hl) ; Graphic address ld hl, bufchars+2 call getde ; Pintamos el tercer char call docopy ; xpos ++ ld hl, xpos inc (hl) ; Graphic address ld hl, bufchars+3 call getde ; Pintamos el cuarto char call docopy pop de ; de = de + 32 ld hl, 32 add hl, de ex de, hl ;; attr ; xpos -- ld hl, xpos dec (hl) ; ypos -- ld hl, ypos dec(hl) ; call get_attr_address ; call copyattrs inc de inc de inc de inc de ; nxt3: pop bc djnz i4chars3 ret ;; Esta funciÎáÎõÎån calcula la posiciÎáÎõÎån en memoria del UDG apuntado por ;; el nÎáÎõÎémero que estÎáÎõÎÝ en la direcciÎáÎõÎån hl. getde: ld a, (hl) ld HL,(23675) ;; HL = *(23675) + 256 * *(23676) rlca rlca rlca ; a = N * 8 ld d, 0 ld e, a add hl, de EX DE,HL ret bufchars: defb 0,0,0, 0 ; charsabuff: ld hl, bufchars EX DE,HL LDI LDI LDI LDI EX DE,HL ret copyattrs: ld l, c ld h, b ld bc, 31 ld a, (de) ld (hl), a ; Primer carÎáÎõÎÝcter inc hl inc de ld a, (de) ld (hl), a ; Segundo carÎáÎõÎÝcter add hl, bc inc de ld a, (de) ld (hl), a ; Tercer carÎáÎõÎÝcter inc hl inc de ld a, (de) ld (hl), a ; Cuarto carÎáÎõÎÝcter inc de ; Ahora de apunta a datap+48, o sea, al siguiente sprite. ret END ASM END SUB REM FUNCTION ENCAPSULATION REM This function is callable both from BASIC and ASM SUB fastcall fspUpdate() : REM <= This name is used for CALL from BASIC asm fspUpdateAsm: ; <= This name is used for CALL from ASM update_coordinates: ld de, datap ; Apuntamos a la zona de datos ld hl, datap ; idem ld b, 4 ; 4 iteraciones i4chars4: push bc ;; Para cada sprite hay que hacer: ;; *(datap + 6) = *(datap + 4) ;; *(datap + 7) = *(datap + 5) inc de inc de inc de inc de ld a, (de) ; a = X inc hl inc hl inc hl inc hl inc hl inc hl ld (hl), a ; CX = a inc de ld a, (de) ; a = Y inc hl ld (hl), a ; CY = a inc hl ;; hl = hl + 40 ld bc, 40 add hl, bc ;; de = hl ld d, h ld e, l pop bc djnz i4chars4 ; ret END ASM END SUB SUB fspDisable (n as UByte) IF n>3 then return : END IF POKE @fspDataStart+48*n,99 end SUB SUB fspCoord (n as uByte, x as uByte, y as uByte) 'Set sprite coords: n (sprite number);x,y (vertical,horizontal coords) IF n>3 then return : END IF DIM targetAddr as uInteger targetAddr=@fspDataStart+4+48*n POKE targetAddr,x targetAddr=targetAddr+1 POKE targetAddr,y rem targetAddr=targetAddr+1 rem POKE targetAddr,x rem targetAddr=targetAddr+1 rem POKE targetAddr,y END SUB SUB fspAttrs (n as uByte, attra as uByte, attrb as uByte, attrc as uByte, attrd as uByte) 'Set sprite attrs: n (sprite number);a,b,c,d (UDG attrs) IF n>3 then return : END IF DIM targetAddr as uInteger targetAddr=@fspDataStart+40+48*n POKE targetAddr,attra targetAddr=targetAddr+1 POKE targetAddr,attrb targetAddr=targetAddr+1 POKE targetAddr,attrc targetAddr=targetAddr+1 POKE targetAddr,attrd END SUB FUNCTION fspAttrByte(fspInk as uByte,fspPaper as uByte,fspBright as uByte, fspFlash as uByte) as uByte if fspInk > 7 OR fspPaper > 7 OR fspBright > 1 or fspFlash >1 then return 0: END IF: Rem bounds check return (fspFlash shl 7) + (fspBright shl 6) + (fspPaper shl 3) + fspInk END FUNCTION SUB fspAttr(n as uByte,fspInk as uByte,fspPaper as uByte,fspBright as uByte, fspFlash as uByte) if fspInk > 7 OR fspPaper > 7 OR fspBright > 1 or fspFlash >1 then return : END IF: Rem bounds check DIM attrByte as uByte attrByte=fspAttrByte(fspInk,fspPaper,fspBright,fspFlash) fspAttrs(n,attrByte,attrByte,attrByte,attrByte) END SUB SUB FASTCALL fspErase() asm call fspEraseAsm end asm END SUB SUB FASTCALL fspBufferAndDraw() asm call fspBufferAndDrawAsm end asm END SUB SUB FASTCALL fspRedraw() asm halt ;REM Erase the sprites call fspEraseAsm ;REM Save background and ;REM print sprites call fspBufferAndDrawAsm ;REM update coordinates jp fspUpdateAsm end asm END SUB REM below this is Apenao's Demo Program: #include <sinclair.bas> #include <memcopy.bas> #include <keys.bas> 100 DIM gentle (0 to 3,0 to 7) AS uByte => { { 15, 15, 15, 15, 15, 15, 13, 15} , _ { 240, 144, 208, 208, 240, 240, 176, 240} , _ { 15, 14, 63, 0, 0, 12, 26, 30} , _ { 176, 112, 252, 0, 0, 48, 104, 120}} 110 POKE Uinteger 23675, @gentle(0,0) memcopy (0,16384,4092) LET gx=10:LET gy=10:let dx=3:let dy=3:let tx=6:let ty=6:let cx=18:let cy=18 let dmx=1:let dmy=1:let tmx=-1:let tmy=-1:let cmx=1:let cmy=-1 fspInitialize (0,0,1,2,3,gx,gy) : REM (sprite number, udgA, udgB,udgC,udgD, initial X co-ordinate, initial y-coordinate) fspInitialize (1,0,1,2,3,dx,dy) fspInitialize (2,0,1,2,3,tx,ty) fspInitialize (3,0,1,2,3,cx,cy) fspAttr(0,WHITE,MAGENTA,FALSE,FALSE) : REM (sprite number, ink, paper, bright, flash) fspAttr(1,YELLOW,BLACK,FALSE,FALSE) fspAttr(2,GREEN,BLUE,TRUE,FALSE) fspAttr(3,RED,WHITE,FALSE,FALSE) DO PAUSE 2 REM IF MultiKeys(X) <> X can be replaced by MultiKeys(X) IF MULTIKEYS(KEYO) and gx>0 THEN LET gx=gx-1: END IF IF MULTIKEYS(KEYP) and gx<30 THEN LET gx=gx+1:END IF IF MULTIKEYS(KEYQ) and gy>0 THEN LET gy=gy-1 :END IF IF MULTIKEYS(KEYA) and gy<22 THEN LET gy=gy+1: END IF let dx=dx+dmx:if dx=0 or dx=30 then let dmx=-dmx : END IF let dy=dy+dmy:if dy=0 or dy=22 then let dmy=-dmy: END IF let tx=tx+tmx:if tx=0 or tx=30 then let tmx=-tmx: END IF let ty=ty+tmy:if ty=0 or ty=22 then let tmy=-tmy: END IF let cx=cx+cmx:if cx=0 or cx=30 then let cmx=-cmx: END IF let cy=cy+cmy:if cy=0 or cy=22 then let cmy=-cmy: END IF fspCoord (0,gx,gy) fspCoord (1,dx,dy) fspCoord (2,tx,ty) fspCoord (3,cx,cy) fspRedraw() loop
Look also at the MultiKeys checking at the end of the above code (click on the Expand button to see it in a greater window). The following are equivalent:
Code:
IF Multikeys(KEYO) <> 0 THEN ... END IF IF MultiKeys(KEYO) THEN : REM This comparison is faster and take less memory ... END IF
The 1st IF should be transformed into the second one automatically, but I haven't implemented such optimization yet.
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