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Fourspriter: Alternate Version
#4
Even more optimized:

The fspUpdateAsm routine can be optimized to this (please, click on the "Expand View" button on the right side of this message ==>)
Code:
SUB fastcall fspUpdate : REM This name will be used from BASIC asm fspUpdateAsm: ; This name will be used from ASM update_coordinates: ld hl, datap+4 ; Points to data address ld d, h ld e, l ; idem ld b, 4 ; 4 iterations i4chars4: ;; For each Sprite: ;; *(datap + 6) = *(datap + 4) ;; *(datap + 7) = *(datap + 5) inc de inc de ldi inc bc ; Restores BC ldi inc bc ; Restores BC ;; hl = hl + 40 ld hl, 44 add hl, de ld d, h ; DE = HL ld e, l djnz i4chars4 END ASM END SUB : REM There is an implicit RET here

Compare this routine with the previous one. I think this one is quite optimal (if not already). This should be done in all the code.
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