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Pset
#1
how do i make a faster pset (faster that normal pset)? :???:
how do i make a faster put (faster that normal put)? :???:
ell Free To Fly
Fell Free To Help Me
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#2
I'm not sure, but I use libs. ASM boosted! 8)
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#3
I think this is faster than PSET. This routine only works on screen 13.


;---------------------------------------
SCREEN 13

colour = 2
x = 201
y = 120

DEF SEG = &HA000
POKE (y * 320 + x), colour
DEF SEG
;--------------------------------------
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#4
poke can be faster or slower depending on how you use it. for instance, if you put it in a sub you can kiss any sort of speed advantage goodbye. also, resetting your segment to &HA000 can be a killer on speed as well. if you're effient, that is with calculations, yes, poke can be much, much faster (take a look at some of toshi's contest entries for testament).

but really, if speed is what you're looking for (and not speed from, say, a faster compiler or language) get a library, like ugl or cosmox. they are worlds faster, and and easier and more adept than qb's 14 year old inefficient graphic functions that were designed for an 8086.
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
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#5
But if i am using screen 12
ell Free To Fly
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#6
You can also use POKE and PEEK then, but the code will be more complex because SCREEN 12 is divided into 4 banks of some bytes, each bank is a screencorner. There are some other topics (if they're not lost) about this.
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#7
stores the separate bits making up the different pixels. All bits for bit position 0 are stored in one bank, the bits for bit position 1 are stored in another bank, and so on, up to bit 3. If you want to see how 4-bit/4-plane data is stored in a "GET array," for example, there's a routine in

http://www.geocities.com/gstumpff/offscrn.zip

that does that.
ravelling Curmudgeon
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