I'm using a variant on that page's square table method for my 10 bit
multiplies (though I always do (a + b)^2 - (a - b)^2), and something a
lot like his divide. But my divide is a lot messier. Specifically (in
pyz80 syntax):
;
; FIXDIV, works out BC / DE and stores it to HL (all 8.8 f
Thanks for Sharing Ellvis !
Edwin
- Original Message -
From: "ellvis" <[EMAIL PROTECTED]>
To:
Sent: Monday, May 19, 2008 9:00 AM
Subject: Re: In pursuit of Dead Wild Cat
Hi,
I am not really a coder, but you can always try to look at
http://baze.au.com/misc/z80
Hi,
I am not really a coder, but you can always try to look at
http://baze.au.com/misc/z80bits.html It's a collection of z80 math
routines, all commented, it's done by Baze/3SC - Spectrum demo coder.
Just for an inspiration. Anyway, it's really great to read such a stuff
here on the list, pr
Re: code, I really don't think that cycle pinching is the main problem — I think it's algorithmic. I'm going to need
to think about that a bit more. At the minute I'm a bit indoctrinated as to how I think a 3d pipeline should go, and
I may need to rethink that.
Sometimes you have to take th
Oh, I idiotically didn't close SIM Coupe before throwing the DSK file
at my FTP program. Sorry!
Re: code, I really don't think that cycle pinching is the main problem
— I think it's algorithmic. I'm going to need to think about that a
bit more. At the minute I'm a bit indoctrinated as to ho
Thomas Harte wrote:
It's originally on Fred 50, but not really in the sense that you have to
expand it to another floppy disk and then boot it off that. But, here,
I'll save you the effort of all that:
http://members.allegro.cc/ThomasHarte/temp/DWC.DSK
This appears to be a blank disc image w
On Fri, 16 May 2008 19:45:02 +0200, Thomas Harte
<[EMAIL PROTECTED]> wrote:
Yep, I think I'm on approximately 2000 cycles for every divide.
The 16x16 multiply uses no tables whatsoever and costs between 700 and
1200 cycles depending on RAM timings.
From memroy I believe I once had a 16-b
If i remember correctly alot of divides in 3d systems on older platforms
can actually be a nice big table ;)
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Edwin Blink
Sent: 16 May 2008 22:00
To: Adrian
Subject: Re: In pursuit of Dead Wild Cat
From
It's originally on Fred 50, but not really in the sense that you have
to expand it to another floppy disk and then boot it off that. But,
here, I'll save you the effort of all that:
http://members.allegro.cc/ThomasHarte/temp/DWC.DSK
The more I watch it, the more I become convinced that it's
From: "Thomas Harte"
... dead wild cat demo ...
I'm don't remember this demo Where can it be found ?
BTW If you need some help with optimizing your (multiply/devide) code.
I'm always in for some byte/T-state banging :-)
Edwin
utine costs 2000 cycles is this each time you divide? How fast is
the multiply routine?
Dave
- Original Message - From: "Thomas Harte" <[EMAIL PROTECTED]
>
To:
Sent: Thursday, May 15, 2008 10:48 PM
Subject: In pursuit of Dead Wild Cat
As I previously said, and as me
t; <[EMAIL PROTECTED]>
To:
Sent: Thursday, May 15, 2008 10:48 PM
Subject: In pursuit of Dead Wild Cat
As I previously said, and as mentioned in the current Sam Revival, I'm
experimenting with 3d on the Sam. At the minute I'm just playing with
vector graphics, since they move reasonab
In fairness, I'm not completely comparing like for like in that video.
I am doing realistic 3d engine stuff of creating one view matrix to
represent the orientation and location of the camera, a separate
transformation matrix to represent the orientation and location of the
model, then composing t
Thomas wrote:
> I'm not doing too terribly (see
> http://www.youtube.com/watch?v=hcMiB1ZkukM
> for my attempt at a Cobra Mk 3 versus the Spectrum original),
Great work!
> Dead Wild Cat
Never looked at the disassembly of that, but can remember the distorted
perspective when it was running.
As I previously said, and as mentioned in the current Sam Revival, I'm
experimenting with 3d on the Sam. At the minute I'm just playing with
vector graphics, since they move reasonably quickly, making it easy to
observe problems with the algorithms.
I'm not doing too terribly (see http://ww
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