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https://github.com/pkali/scorch_src.git
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Minor optimizations
LiquidDirt and TypeChar (8x8 on graphics screen - like tanks) are little faster now.
This commit is contained in:
+9
-17
@@ -1175,7 +1175,7 @@ DrawLine .proc
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sec
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sbc ydraw
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sta tempbyte01
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jsr plot
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jsr plot.MakePlot
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;rts
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jmp IntoDraw ; jumps inside Draw routine
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; because one pixel is already plotted
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@@ -1261,29 +1261,21 @@ CopyMask
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ldx ybit
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beq MaskOK00
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MakeMask00
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clc ; INVERSE
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ror mask1
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lsr mask1 ; INVERSE
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ror mask2
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clc ; INVERSE
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ror mask1+1
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lsr mask1+1 ; INVERSE
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ror mask2+1
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clc ; INVERSE
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ror mask1+2
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lsr mask1+2 ; INVERSE
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ror mask2+2
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clc ; INVERSE
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ror mask1+3
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lsr mask1+3 ; INVERSE
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ror mask2+3
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clc ; INVERSE
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ror mask1+4
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lsr mask1+4 ; INVERSE
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ror mask2+4
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clc ; INVERSE
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ror mask1+5
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lsr mask1+5 ; INVERSE
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ror mask2+5
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clc ; INVERSE
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ror mask1+6
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lsr mask1+6 ; INVERSE
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ror mask2+6
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clc ; INVERSE
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ror mask1+7
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lsr mask1+7 ; INVERSE
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ror mask2+7
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sec ; INVERSE
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ror char1
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BIN
Binary file not shown.
+3
-1
@@ -949,11 +949,13 @@ FillHole
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adw xdraw #mountaintable tempXROLLER
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lda (tempXROLLER),y
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sta ydraw
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beq ToHighFill ; if we filled all playfield (very rare but possible)
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dec ydraw ; one pixel up
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ToHighFill
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lda ydraw
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sta (tempXROLLER),y ;mountaintable update
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mva #1 color
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jsr plot
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jsr plot.MakePlot
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.nowarn dew FillCounter
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cpw FillCounter #0
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jne RepeatFill
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