24 ms·
Which also meant you could do a lot of optimisations - like moving the stack pointer to point to the display memory area and using 'push' to blit a chunk of ima
by mtkd 9y ago
Which also meant you could do a lot of optimisations - like moving the stack pointer to point to the display memory area and using 'push' to blit a chunk of image data to screen which was quicker than using an 'ld' loop.
Also having polymorphic functions where you could write over a couple of bytes to make the function behave differently at runtime - saving code memory space - and learning the hex for most of the common opcodes at same time.
- dfox 9y agoYou can still do that, even more so on systems with memory protection as you will not break OS's interrupt handlers by doing that. Notably pixomatic (Rad Game Tools' SW rasterizer) compiles Direcd3D shaders into i386 code which uses ESP as general purpose register.