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Forums > C64 Coding > Blog: All Border Double DYPP
2022-03-15 13:38
Raistlin

Registered: Mar 2007
Posts: 680
Blog: All Border Double DYPP

So.. a few people had asked me about how I created certain effects.. I love blogging about code (I do this for my game-dev work, for example, and have done on-and-off for 10 years)... so...

https://c64demo.com/?p=19

The website needs a LOT of work, I know .. but for now it gives me a sandbed to upload these texts to.

Please let me know if you spot any mistakes, if you think I've overlooked explaining anything important, if you think I'm stupid and missed some obvious optimisation, etc...

Cheers!
 
... 60 posts hidden. Click here to view all posts....
 
2022-03-22 21:13
Krill

Registered: Apr 2002
Posts: 2980
Quoting Raistlin
@Krill: thanks for your suggestion on splitting the ASM (nuclear compression?). We’re trying it and it -might- work :-)
Worked for me. :) IIRC, saved about 100 bytes in Artefacts even after the static overhead for recombining the two streams after decrunching. So of course, quicker amortisation and more payoff for bigger code than for just a 4K.

There are some rather funky new rules for optimisation, though, like favouring LDA #0 : LDY #0 over LDA #0 : TAY, but then of course this isn't much of an issue for your use-case where the decrunched unrolled code has more important constraints to satisfy.
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