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Forums > C64 Coding > Fast way to rotate a char?
2017-01-04 08:32
Rudi
Account closed

Registered: May 2010
Posts: 125
Fast way to rotate a char?

Im not talking about rol or ror, but swap bits so that they are rotated 90 degrees:

Example:

a char (and the bits can be random):
10110010 byte 1..
11010110 byte 2.. etc..
00111001
01010110
11011010
10110101
00110011
10110100
after "rotation" (rows and columns are swapped):
11001101
01011000
10100111
11111111
00101000
01010101
11011010
00100110
is it possible to use lookup tables for this or would that lookup table be too big?
or other lookuptable for getting and setting bits?

-Rudi
 
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2017-01-04 14:12
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Thanks for sharing my link jacky.^^

Jesus, I'm tired...
2017-01-04 14:25
Oswald

Registered: Apr 2002
Posts: 5086
Quote: Btw, Axis is talking about this (from Mikael Kalms): http://www.lysator.liu.se/~mikaelk/doc/c2ptut/

huh, that needs a relaxed state and time to have it sink in :)
2017-01-04 14:27
chatGPZ

Registered: Dec 2001
Posts: 11359
JackAsser is halfway there apparently :=)
2017-01-04 14:35
Axis/Oxyron
Account closed

Registered: Apr 2007
Posts: 91
When he is through, its time to go Amigaaaah!!!
2017-01-04 14:45
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: When he is through, its time to go Amigaaaah!!!

Haha, I got semi tired of it after setting up that HAM8-mode. :) But it was a fun excercies and fun to figure out the bitpatterns myself, then you told me, and I was actually correct (for once).
2017-01-04 14:50
Perplex

Registered: Feb 2009
Posts: 255
Quoting Rudi
current techniques just seem too slow for many chars. wished someone could do some magic tricks :)


Magic sometimes happens when you ditch working on a generic solution and instead concentrate on one that fits your particular data set or use case.

Not implying that a generic solution is less interesting, mind.
2017-01-04 15:03
Rudi
Account closed

Registered: May 2010
Posts: 125
Some notes to self. altho, i dont know if it will do any miracles. maybe one can reduce it to Axiss solution, but I have no idea:

Basically what happens from a layman perspective (like me), bits are copied like this:
where each number are the bit-indices. consider the second number (after the arrow) to be the destination (of zero memory), and source (infront of arrow):

copy from (bit-index) -> to:
0->7
1->15
2->23
3->31
4->39
.
.(and so on..)
.
63->56
looking at those destination values in binary produce a pattern like this:
07: 00000|111|
15: 00001|111|
23: 00010|111|
31: 00011|111|
39: 00100|111|
47: 00101|111|
55: 00110|111|
63: 00111|111|
and
06: 00000|110|
14: 00001|110|
22: 00010|110|
30: 00011|110|
38: 00100|110|
46: 00101|110|
54: 00110|110|
62: 00111|110|
and so on...

notice last column (trits) are same, but decrease, and msbs are increasing. wether or not one can derive something out of this i dont know. of course these are just index-values and dont have any sensible meaning for copying from and to memory. cycles would be massive using this technique, but my thought was to get something sensible out of this (which i did not yet)...
2017-01-04 15:40
Slammer

Registered: Feb 2004
Posts: 416
I think its a shame that your cyclecounts for this problem is so low allready. I would like to see the spritecollision solution. Something like storing the 8 bytes on row 7 of succeding chars. Stretch the line and use the LFT trick to calculate the solution. But that would take 8 lines.
2017-01-04 15:58
tlr

Registered: Sep 2003
Posts: 1787
Quote: I think its a shame that your cyclecounts for this problem is so low allready. I would like to see the spritecollision solution. Something like storing the 8 bytes on row 7 of succeding chars. Stretch the line and use the LFT trick to calculate the solution. But that would take 8 lines.

Interesting idea! It would not necessarily take 8 lines. IIRC collisions can be retriggered during the line. You will be limited by the amount of pixels a sprite covers though.
2017-01-04 16:02
Rudi
Account closed

Registered: May 2010
Posts: 125
I dont see how sprites will solve the C2P-problem (with as few cycles as possible)? but then again, Im not too experienced with sprites on the C64. A goal would be to calculate as many chars (per frame) as possible for C2P.
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