Time, it is precious
Well, I mentally looked at the list to Leprechaun to-dos and decided that I needed to tackle the BLIT routine next. This is the code which copies the sprite graphics (running etc) from ROM to the strips of SuperCharger RAM that the kernel then uses. (Much like the 5200 & A8s.)And I'm glad I did, because I discovered (to my horror) that the routine barely fits in the time between the end of VSYNC and the start of the kernel. (Actually, I had to increase that time by a couple of lines even.) Each player & enemy typically needs over 600 CPU cycles to handle, with close to 500 cycles being the actual BLIT. (The rest being figuring out which player sprite gets used and setting up the BLIT.)I'm now a little concerned that I'm going to run short on time to squeeze the remaining features into the time between then end of the kernel and the start of VSYNC. (I'm particularly worried about adding a score display since that will automatically chew up a bunch of lines.)Anyway new features in the attached binary:- The colored blocks are now the right number of lines high. This really shows off the intelligent flicker.- player now changes color when dead
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