Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
 Welcome to our latest new user Harvey ! (Registered 2024-11-25) You are not logged in - nap
CSDb User Forums


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
 
... 105 posts hidden. Click here to view all posts....
 
2017-01-04 16:04
chatGPZ

Registered: Dec 2001
Posts: 11359
tlr: wasnt there some VIC that only clears (or retriggers?) the collisions once?
2017-01-04 19:07
tlr

Registered: Sep 2003
Posts: 1787
Quote: tlr: wasnt there some VIC that only clears (or retriggers?) the collisions once?

That was lightpen triggering. It's working very differently on 6569R1.
2017-01-04 19:22
Skate

Registered: Jul 2003
Posts: 494
I just made a rough calculation. Using 16k of precalc data (which is already terrible), each char takes 500-600 cycles to rotate. So, c2p routine looks like the best solution in every aspect. I'm still thinking an alternative approach though.
2017-01-04 19:54
Flavioweb

Registered: Nov 2011
Posts: 463
Quoting Skate
I just made a rough calculation. Using 16k of precalc data (which is already terrible), each char takes 500-600 cycles to rotate.

Just to say (...maybe i'm off-topic...) this code took 544 cicles rotate a char counterclockwise.
    *=$C000
    .FOR S=0, S<8, S=S+1
    LDA SOURCE+S
    .FOR D=0, D<8, D=D+1
    ASL
    ROL DEST+D
    .NEXT
    .NEXT
    RTS
;-------------------
SOURCE
    .BYTE %11111111
    .BYTE %10000000
    .BYTE %01000000
    .BYTE %00100000
    .BYTE %00010000
    .BYTE %00001000
    .BYTE %00000100
    .BYTE %11111111
DEST
    .BYTE %00000000
    .BYTE %00000000
    .BYTE %00000000
    .BYTE %00000000
    .BYTE %00000000
    .BYTE %00000000
    .BYTE %00000000
    .BYTE %00000000
;---------------------------------------
2017-01-04 19:57
Rudi
Account closed

Registered: May 2010
Posts: 125
This takes ~472 cycles, and is basically similar to Oswalds approach:
	;counter-clockwise rotation by 90 degrees.
	
	;column 1
	ror $74
	rol
	ror $75
	rol
	ror $76
	rol
	ror $77
	rol
	ror $78
	rol
	ror $79
	rol
	ror $7a
	rol
	ror $7b
	rol
	sta $7c
	;tot = 59 cycles

	;column 2
	ror $74
	rol
	ror $75
etc..
	ror $7b
	rol
	sta $83
;tot = 59*8 = 472 cycles
did a test in zp. so rotated (destination) bytes are in $7c to $83. this req eight bytes to be copied to zeropage ($74 to $7b) (as an example).
2017-01-04 20:35
Oswald

Registered: Apr 2002
Posts: 5086
axis' one is close to max possible I guess, go for it if understandable version is not enough :)
2017-01-04 20:42
Skate

Registered: Jul 2003
Posts: 494
Table lookup doesn't necessarily be faster than bit shifting. What i was saying is even using large tables to get rid of bit shifting doesn't save cycles unless you start thinking out of the box.
2017-01-04 20:56
Skate

Registered: Jul 2003
Posts: 494
here is an algo which looks similar to c2p method without 8 bit restrictions.

void transpose8(unsigned char A[8], int m, int n, 
                unsigned char B[8]) {
   unsigned x, y, t; 

   // Load the array and pack it into x and y. 

   x = (A[0]<<24)   | (A[m]<<16)   | (A[2*m]<<8) | A[3*m]; 
   y = (A[4*m]<<24) | (A[5*m]<<16) | (A[6*m]<<8) | A[7*m]; 

   t = (x ^ (x >> 7)) & 0x00AA00AA;  x = x ^ t ^ (t << 7); 
   t = (y ^ (y >> 7)) & 0x00AA00AA;  y = y ^ t ^ (t << 7); 

   t = (x ^ (x >>14)) & 0x0000CCCC;  x = x ^ t ^ (t <<14); 
   t = (y ^ (y >>14)) & 0x0000CCCC;  y = y ^ t ^ (t <<14); 

   t = (x & 0xF0F0F0F0) | ((y >> 4) & 0x0F0F0F0F); 
   y = ((x << 4) & 0xF0F0F0F0) | (y & 0x0F0F0F0F); 
   x = t; 

   B[0]=x>>24;    B[n]=x>>16;    B[2*n]=x>>8;  B[3*n]=x; 
   B[4*n]=y>>24;  B[5*n]=y>>16;  B[6*n]=y>>8;  B[7*n]=y; 
}
2017-01-05 07:37
HCL

Registered: Feb 2003
Posts: 727
Ah, that's just beautiful Axis!!

..as usual, i'm the last one to read the thread.. but if anyone still wonders what that code does, it is mirroring the 8x8-matrix by starting with 2x2-bit-blocks, then 4x4-blocks, then finally the whole 8x8-block. Mirroring and rotation is of course just a matter of configuring the macros :).

..and of course Graham did this 15+ years ago, hope that makes you all feel as retard as i do ;).
2017-01-05 08:50
Pex Mahoney Tufvesson

Registered: Sep 2003
Posts: 52
I used Rudi's 472-cycle approach "This takes ~472 cycles, and is basically similar to Oswalds approach" in Storebror
There was no need to make it any faster, since it was a one-time calculation just before the android starts rotating. My routine included not only rotation, but mirroring across horizontal, vertical and diagonals as well.

And HCL... I'm even later than you are. So don't worry, you're ok! ;)
---
Have a noise night!
http://mahoney.c64.org
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Alakran_64
DKT/Samar/sidDivers
Mike
grip
CreaMD/React
REBEL 1/HF
DJ Gruby/TRiAD
Magic/Nah-Kolor
mutetus/Ald ^ Ons
Icon/TRIAD
wil
Six/G★P
Fred/Channel 4
zscs
Jazzcat/Onslaught
Luca/FIRE
Paul Bearer
MWR/Visdom
Knobby/Role
Bob/Censor Design
Guests online: 123
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Coma Light 13  (9.7)
4 Edge of Disgrace  (9.6)
5 Mojo  (9.6)
6 The Demo Coder  (9.6)
7 What Is The Matrix 2  (9.6)
8 Uncensored  (9.6)
9 Wonderland XIV  (9.6)
10 Comaland 100%  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 Party Elk 2  (9.6)
3 Cubic Dream  (9.6)
4 Copper Booze  (9.6)
5 Libertongo  (9.5)
6 Rainbow Connection  (9.5)
7 Onscreen 5k  (9.5)
8 Morph  (9.5)
9 Dawnfall V1.1  (9.5)
10 It's More Fun to Com..  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Nostalgia  (9.3)
5 Triad  (9.2)
Top Fullscreen Graphicians
1 Joe  (9.7)
2 Veto  (9.6)
3 Facet  (9.6)
4 The Sarge  (9.6)
5 Carrion  (9.5)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.043 sec.