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Blog Comments posted by Thomas Jentzsch
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Surprisingly small with 24K, considering that it is a full-blown WIN32/MFC Dialog based application.

Nah, I am only interested in the 471 lines. Visual Studio allows you to output the assembly code. Then it should be easy to count the bytes.
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That's very nice of you to say, but my vote still goes for Thrust...
Really?
(must be Paul's magic then)Well, then let's just wait for your next one...
And a duel sounds great to me!
My ship and the limpet guns will massacre your poor, defenseless bugs!
One thing is for sure - the 2600 community would certainly love to see another game by TJ!Unfortunaly I am by far not as fast and commited as you are. Too many (not only) RL distractions.
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Why is it surprising that C code takes fewer lines than .asm?
It would be surprising if it would be the other way around.

The much more interesting question is, how large is the compiled result?
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One other slight change I'd like to see: an option so that fire is thrust ALWAYS and up is used to fire. Having fire change function can be a bit confusing.
I could make a hacked ROM for you, if you are interested.
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Agreed. IMHO, it's the first game to really challenge THRUST+ for being the best 2600 game ever.
Looks like Johnny and I should meet for a duel.

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Heh, guess what, I just found myself on Youtube!!

That's you?

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And anyway, Lady Bug is one of those rare games that actually deserves a 6.

I totally agree.
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This one should work too:
... ROL ROL ROL EOR mapSeed LSR ROL mapSeed; Shift bit onwards ...
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Hoi, man kann das auch _nicht_ mögen?
:DNatürlich. Irgendwie zu monoton das Ganze.
Immerhin: Modern Talking sind schlimmer.

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Die Geschmäcker sind halt verschieden...

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Good reviews. Again I mostly agree.
Maybe Cat Trax would get one more point from me. IMO it is a bit better than Funky Fish. 2.5/5 maybe?

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I'd much rather see a scale of 0 - 10. But then Albert would need to give everyone who has already written a review the opportunity to adjust their scores.
Keep 1 to 5 but allow deducting 1/2 points.
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So he is a she!

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I just wondered if 5 different scores for the reviews are enough. IMO 10 would be much better. What do you think?
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It is similar, which is what inspired my twist on it.To bad it doesn't work. 3 cycles/write would be a giant performance leap.
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This could throw off the timing in the kernel depending on the addressing modes used.
Which should be pretty easy to fix.
So you'd wind up with a vanilla 4K program that displays the Suicide Mission kernel but the graphics don't change on every line.Sounds simple enough.
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Very well written and fair reviews (as always). And having played all the games myself, I almost completely agree. Except maybe 2/5 for Merlins Walls, 1/5 should IMO be reserved for complete crap. Or can you give such a game 0/5?
And how far did you get in Power Off!? When fixing a few glitches inside the game I found it a bit too easy. Ok, I had unlimited lives, but still...
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If this is possible, one could write a kernel containing lots of TIA writes, then the ARM could change those values to something else. e.g., set LDA #$FF, then a kernel could contain STA GRP0, STA GRP1, STA AUDVx, etc. and write custom values in 3 cycles each.
Sounds like my (impossible
) idea above, but with some more technical background. 
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If that's too easy, though, you could try converting other kernels. The next on the list is Suicide Mission.
What exactly should I convert there? The title screen?
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The question becomes, does that one cycle saved matter that much?Each and every cycle saved inside the kernel matters. That's why David Crane invented the DPC. The more cycles you have, the more advanced graphics you can create. And you can also use them for other stuff which has to be done inside the kernel, e.g. digitized music or paddle controller support.
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Ok, I think I understand now (at least a bit).
And if any of my ideas would have worked, David Crane would most likely have done it before anyway.

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And to do this you have to remove the WSYNC and perfectly time the kernel.
That's far too easy for a free Chimera.

println ;------------------------- ;... ;--------------------------------------------------- ldx #4 sta WSYNC pause nop dex bne pause lda temp lda temp sta HMCLR ldx #$80 ; +8 ldy #FONTHEIGHT ; lda frame and #$01 beq oddFrame jmp evenFrame ;THIS IS IT print1 sta GRP1 ; 3 lda CH_QUEUE_FAST+4 ; 4 sta.w GRP0 ; 4 lda CH_QUEUE_FAST+6 ; 4 stx.w HMP0 ; 4 stx HMP1 ; 3 sta GRP1 ; 3 lda CH_QUEUE_FAST+8 ; 4 sta.w GRP0 ; 4 lda CH_QUEUE_FAST+10 ; 4 sta.w GRP1 ; 4 sta GRP0 ; 3 evenFrame ; @50 dey ; 2 bmi wrapEven ; 2³ lda CH_QUEUE_FAST+1 ; 4 nop ; 2 sta.w GRP0 ; 4 lda CH_QUEUE_FAST+3 ; 4 nop ; 2 nop ; 2 sta GRP1 ; 3 ;--------------------------------------- sta HMOVE ; 3 @02 lda CH_QUEUE_FAST+5 ; 4 nop ; 2 sta.w GRP0 ; 4 lda CH_QUEUE_FAST+9 ; 4 nop ; 2 sta.w temp ; 4 lda CH_QUEUE_FAST+7 ; 4 nop ; 2 sta.w GRP1 ; 4 lda temp ; 3 sta GRP0 ; 3 lda CH_QUEUE_FAST+11 ; 4 nop ; 2 sta.w GRP1 ; 4 oddFrame ; @48 sta GRP0 ; 3 lda #$00 ; 2 -8 sta HMP0 ; 3 sta HMP1 ; 3 dey ; 2 bmi wrapOdd ; 2³ lda CH_QUEUE_FAST+0 ; 4 sta GRP0 ; 4 ;--------------------------------------- sta HMOVE ; 4 @73 nop lda CH_QUEUE_FAST+2 ; 4 ;THIS IS IT jmp print1 ; 3

812 asm lines = 471 C++ lines
in Planet Bob
A blog by Cybergoth
Posted
Minimize size would be interesting, especially because the assembly code seems pretty unoptimized.
Though Visual C++'s compiler isn't a good example of an optimizing compiler at all.