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Re: DGR...



On Thu, 15 Nov 2012, BLuRry wrote:

Nifty! Well, the only way to draw is via the DXYN opcode and screen memory is otherwise not accessible. That could be rather handy since you only have to optimize one screen access method (and the clear screen opcode can be a simple rom call).

It makes sense to do a first pass which just plots using rom calls, but since you can impose a lot of constraints, such as B&W only, you can go back and optimize a lot of things to make your own quick draw routine which draws two pixels at once and so on. It would be a better use of time to focus on the main loop and less time worrying about all the specifics like sound (though timers will be a big deal... you could use the //c and //gs VBL interrupts but for the //e you'd have to poll the VBL in your main loop.)

-B


The "main loop" is already coded and mostly functional on another platform; I cannot test the Apple code because I'm "flying blind".

-uso.