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[Req for help] TigerMoth performance
2017-08-02
07:56
pmprog
Account closed
Registered: Nov 2005
Posts: 54
[Req for help] TigerMoth performance
Hi all,
I'm getting to a point in TigerMoth that I'm thinking of dropping it. If you watch the video below, you can see when I start hitting a large number of bullets I get really bad performance.
https://www.youtube.com/watch?v=Lskbol7quDk
It's kind of expected, but this version doesn't even have the raster splits for dealing with the score or player, no collision detection for the TigerMoth or the player, nor any music, so performance is only going to get a lot, lot worse. I really like what I've managed to put together so far, but if it's not going to be playable, then I might as well drop it now.
So I thought I'd pop on here and see if anyone was willing to have a quick look and see if there were any points that look really bad. My code is broken down in to lots of subroutines (this might be a problem regarding performance?) with headers that hopefully explain what it's job is, and I've tried to keep all the related pieces together in aptly named files so it's easy to mooch about.
I've been working in a private git on my local server, but I've uploaded a snapshot of the current code to GitHub. The source code is MIT license, and if the project is finished, the full source will be released with the game.
https://github.com/pmprog/TigerMothC64
Also, for reference, the .spriteproject file can be opened in C64 Studio. Export to data, but change the "!byte" to ".byte"
C64 Studio 4.1
I currently use TASM as my compiler, though I was thinking of trying to move across to the ca65 assembler in the cc65 package. But that doesn't really have any baring on the life of this project.
Oh, and finally, before anyone says, yes, I've got my Sine/Cosine tables all messed up (Sine starts at the positive value, Cosine starts at zero and goes negative before positive), but I'm "okay" with that, I just count my angles anti-clockwise from the "3 o'clock" when dealing with bullets
Thanks in advance
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2017-08-26
20:48
pmprog
Account closed
Registered: Nov 2005
Posts: 54
Bah, it didn't save my reply. So I've got to rewrite it.
bitmap_clear is only called once at the start of a new game, so I'm not worried about that proc for now. Only things directly related to gameplay.
I really need to get the player firing bullets again, and actually implement bullet collisions, which I think is going to be the hardest part.
I was originally going to raster split two sprites multiple times down the right hand side for the score (that you can see in one of my older videos), but I'm considering just writing some 8x1 and 8x8 blit routines and use a mini "character set" to drop that dara in, as well as a health bar. That way I can save cycles reconfiguring sprites, and just update the bitmap memory when the score or health changes.
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