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Smarter bittable generation (thanks @jhusak)
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+7
-6
@@ -756,16 +756,17 @@ loop sta (temp),y
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iny
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cpy #screenheight+1
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bne @-
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; and bittables for fastes plot and point
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; and bittables for fastest plot and point (thanks @jhusak)
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ldy #0
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@ tya
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and #%00000111
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tax
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lda bittable,x
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lda #$40
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@ asl
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adc #0
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sta bittable1_long,y
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tax
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eor #%11111111
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sta bittable2_long,y
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iny
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txa
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dey
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bne @-
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rts
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.endp
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+7
-6
@@ -659,16 +659,17 @@ next8lines
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iny
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cpy #screenheight+1
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bne @-
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; and bittables for fastes plot and point
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; and bittables for fastest plot and point (thanks @jhusak)
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ldy #0
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@ tya
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and #%00000111
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tax
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lda bittable,x
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lda #$40
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@ asl
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adc #0
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sta bittable1_long,y
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tax
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eor #%11111111
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sta bittable2_long,y
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iny
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txa
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dey
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bne @-
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rts
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.endp
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+2
-2
@@ -200,8 +200,8 @@ sintable
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; :screenheight+1 .by >(display+screenBytes*#)
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;----------------------------
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; now long (256 bytes) bittables are generated in RAM based on one bittable:
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bittable
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.by $80,$40,$20,$10,$08,$04,$02,$01
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;bittable
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; .by $80,$40,$20,$10,$08,$04,$02,$01
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;bittable2
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; .by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
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;----------------------------
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