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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.
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