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From: Geoff Wearmouth on 14 Jan 2006 19:37 In another large thread Simon Scott wrote: > Tell you what, you write a demo moving 24 sprites around the > screen smoothly on speccy (in a sinus or something), and Ill > do the same on the c64, and we'll compare used/remaining CPU > and see if you can back this up with action. Gasman wrote >OK. First pass, I've managed... 23. :-( With no masking whatsoever >yet, and a terminal case of blanking-at-the-wrong-time (thought >I'd be able to avoid Y-sorting them, turns out I can't). >http://www.west.co.tt/matt/speccy/sprites/sprites_mk1.tar.gz >Will keep at it... I'm impressed. And because I am as lazy as the next man here it is in your browser. http://www.wearmouth.demon.co.uk/zz/gasman.htm ZX Spectrum 48K Emulator courtesy of Troels. http://www.zzspectrum.org/ -- Geoff Wearmouth
From: White Flame (aka David Holz) on 15 Jan 2006 02:49 "Geoff Wearmouth" <geoff(a)wearmouth.demon.co.uk> wrote in message news:C8xhtIDGlZyDFwUq(a)wearmouth.demon.co.uk... > I'm impressed. > > And because I am as lazy as the next man here it is in your browser. > > http://www.wearmouth.demon.co.uk/zz/gasman.htm Nice idea with the new thread, btw. For Gasman: I'm just curious if this uses preshifted sprites, if that's common on the Spectrum or if that's normally considered to take too much RAM. If non-preshifted is more usable in games due to the RAM footprint, it should probably do that. Also, I presume it's doing full-screen blanking instead of doing dirty rectangles? That's got to offer a speedup to switch over to rects. About the sprite sorting, the C64 has to do that as well, since the hardware sprites need to be reused in y-order to multiplex them, so all in all it'll probably be a pretty accurate comparison of real-world speed. But I'm a bit disappointed that it's only doing 256 pixels per sprite (16x16) whereas the C64 does 504 (24x21). That's only half the pixels. -- White Flame (aka David Holz) http://www.white-flame.com/ (spamblock in effect)
From: Simon Scott on 15 Jan 2006 05:26 Geoff Wearmouth wrote: > In another large thread > Simon Scott wrote: > > Tell you what, you write a demo moving 24 sprites around the > > screen smoothly on speccy (in a sinus or something), and Ill > > do the same on the c64, and we'll compare used/remaining CPU > > and see if you can back this up with action. > > Gasman wrote > >OK. First pass, I've managed... 23. :-( With no masking whatsoever > >http://www.west.co.tt/matt/speccy/sprites/sprites_mk1.tar.gz > > > http://www.wearmouth.demon.co.uk/zz/gasman.htm Oh damn, that means I have to write a multiplexor now :) Is that using all the CPU? Why 23 and not 24? Lastly, my PC is kinda slow and the demo looks a bit glitchy and not 50Hz. What's the best spectrum emulator for linux? Hopefully by the time you fix the bitmasking etc Ill have a 24 sprite multiplexor running :) Nice that you came up with the goods!
From: Ian Rawlings on 15 Jan 2006 05:56 On 2006-01-15, Simon Scott <simon(a)chrome64.org> wrote: > Lastly, my PC is kinda slow and the demo looks a bit glitchy and not 50Hz. > What's the best spectrum emulator for linux? Fuse. Easily the best, and my favourite on any platform. -- Blast off and strike the evil Bydo empire!
From: Simon Scott on 15 Jan 2006 06:11
Geoff Wearmouth wrote: > In another large thread > Simon Scott wrote: > > Tell you what, you write a demo moving 24 sprites around the > > screen smoothly on speccy (in a sinus or something), and Ill > > do the same on the c64, and we'll compare used/remaining CPU > > and see if you can back this up with action. > > Gasman wrote > >OK. First pass, I've managed... 23. :-( With no masking whatsoever > >yet, and a terminal case of blanking-at-the-wrong-time (thought > >I'd be able to avoid Y-sorting them, turns out I can't). > > >http://www.west.co.tt/matt/speccy/sprites/sprites_mk1.tar.gz Why do I only see 8 (under fuse)? I hit pause and the most sprites Ive seen is 8. |