3 ms·
> when I found out people were moving the stack pointer register to the screen memory base address and using stack pushes (instead of mov) to move data - to sav
by vardump 10y ago
> when I found out people were moving the stack pointer register to the screen memory base address and using stack pushes (instead of mov) to move data - to save a clock cycle or two each byte move ...
So the user might occasionally see interrupt stack frame on screen?
- mtkd 10y agomemory is hazy, but using SP to move the memory was fast enough you could blit most (not all) of a screen in one refresh cycle - which is, I think, why games like Uridium (https://www.youtube.com/watch?v=TvULd4zHz8Y https://www.youtube.com/watch?v=TvULd4zHz8Y) were running the main gameplay in a smaller area also, on that Uridium vid - notice how they are using the standard font but spacing it out vertically (so they could save memory)
- vardump 10y agoAlso no level destruction scene. Intra-level minigame was also completely missing. Leaving those out must have saved some memory too.