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

Registered: Mar 2007
Posts: 554
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!
 
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2022-03-21 15:21
Danzig

Registered: Jun 2002
Posts: 429
Quote: Perplex, that's what swap disks are for!

runs


You could just run the code-generator in the disk drive, best of both worlds ;-) no need to swap floppy disks.
2022-03-21 15:21
chatGPZ

Registered: Dec 2001
Posts: 11111
Yeah, you have 3 Disks, use them!
2022-03-21 15:53
Raistlin

Registered: Mar 2007
Posts: 554
@Groepaz.. you guys convinced me. As soon as VICE is a 141k install, and uses codegen to create the rest of the emulator, I'll recode my parts on Memento Mori to squeeze it onto 2 disk sides.

141mb is just a little bit too large for a C64 emulator :-p
2022-03-21 15:54
chatGPZ

Registered: Dec 2001
Posts: 11111
just use Frodo!
2022-03-21 16:04
Raistlin

Registered: Mar 2007
Posts: 554
Quote: just use Frodo!

Trololol :-)
2022-03-21 19:53
Copyfault

Registered: Dec 2001
Posts: 466
Funny to read through this and find yourself pondering wether streaming code-blocks from disc is close to cheating... where there's absolutely no reason to feel so if you ask me. If one finds the challenge attractive to mock up that increadible codegen on C64, it's great. If someone has brilliant ideas to bomb me with effects by the beforementioned code-streaming - fine!

But what do I know... one thing that was not mentioned up to now is that with more disc sides, there usually *are* more turn-disc-parts - and having some of the recent gems in mind, I'd really miss some of them if they hadn't been done!

So, a plus for the disc-sides-to-the-max-approach :)
2022-03-21 20:02
Krill

Registered: Apr 2002
Posts: 2839
Quoting Copyfault
Funny to read through this and find yourself pondering wether streaming code-blocks from disc is close to cheating... where there's absolutely no reason to feel so if you ask me.
Well yes, still you're the first to suggest it could be cheating. =)
2022-03-21 20:33
Copyfault

Registered: Dec 2001
Posts: 466
Quoting Krill
Quoting Copyfault
Funny to read through this and find yourself pondering wether streaming code-blocks from disc is close to cheating... where there's absolutely no reason to feel so if you ask me.
Well yes, still you're the first to suggest it could be cheating. =)
That's correct - but believe me, I do not at all think it is! Reading the thread just made me feel so...
2022-03-22 21:04
Raistlin

Registered: Mar 2007
Posts: 554
Sorry… I did another blog. https://c64demo.com/?p=196

@Krill: thanks for your suggestion on splitting the ASM (nuclear compression?). We’re trying it and it -might- work :-)
2022-03-22 21:13
Krill

Registered: Apr 2002
Posts: 2839
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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