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pirx

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About pirx

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  • Birthday August 28

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    AVeryBreakout
  1. Yes, it is the same in Atari Basic. Turbo Basic XL alleviates it by storing a table with line addresses.
  2. For SDX format do try Micro SpartaDOS by Jiri Bernasek and later our modest improvements.
  3. This ASM routine will not help as the problem is in the code around. You can check joystick and move x and y this way: s=stick(0) dx=(s=7)-(s=11) dy=(s=13)-(s=14) x=x+dx:y=y+dy It can be speeded up with s=stick(0)=x+(s=7)-(s=11):y=y+(s=13)-(s=14) For checking boundaries you can use a similar trick: x = x + scrX*((x=-1) - (x=scrX)) y = y + scrY*((y=-1) - (y=scrY)) Where scrX and scrY are dimensions of the screen. This wraps x and y around the screen, it can be modified to your needs. Definitely avoid GOSUBs as these are slow. Better have some fall through code or even inline if the subroutine is small.
  4. I've just got this idea, what about using Huffman coding where alphabet is build from 72-bit letters (9 bytes). If the entropy is low (and it is in SAP Type-R), this would yeld well over 9 times compression. Just looked at the real data - 89KiB SAP contains 790 symbols with this frequency: 1,8,8,8,1,6,6,8,1,8,8,6,8,1,2,142,69,59,142,47,3,24,20,22,7,2,3,25,12,12,12,60,5,28,28,29,3,10,22,14,13,18,2,2,2,1,1,1,1,1,5,14,32,11,17,5,48,8,22,16,20,1,44,5,22,17,17,3,27,8,12,9,7,2,1,1,2,8,8,14,5,4,3,20,8,7,9,1,6,6,8,6,6,6,3,6,6,3,3,7,1,9,6,7,6,3,3,6,1,11,4,2,6,10,5,6,5,4,2,2,1,1,4,5,2,1,1,6,19,15,18,14,11,14,3,15,18,14,7,3,14,47,64,38,138,142,17,88,72,56,4,18,296,47,29,22,16,68,48,38,23,4,12,16,12,8,4,6,4,4,2,5,2,3,4,2,20,40,20,16,10,16,11,9,52,3,13,31,31,24,12,2,64,28,23,24,14,10,14,10,5,2,2,4,20,13,11,123,19,12,16,12,12,12,18,12,12,12,12,34,12,12,6,13,12,6,12,12,12,12,16,14,11,11,6,12,6,3,39,9,6,9,6,6,6,9,6,6,3,9,12,85,35,12,12,6,18,12,17,12,12,12,18,12,12,12,2,6,9,7,6,61,1,8,6,9,6,6,6,9,6,6,6,6,16,6,6,3,2,6,6,3,6,6,6,6,14,10,1,5,1,6,9,6,62,7,6,7,6,6,6,9,6,6,6,6,18,6,6,3,2,6,6,6,6,6,6,9,6,6,6,1,8,2,3,6,2,6,11,5,8,6,9,6,6,6,9,6,6,1,1,1,1,2,7,4,1,1,2,1,1,1,1,1,1,1,8,6,4,2,1,1,1,2,2,2,2,1,1,1,1,4,32,84,4,4,51,8,32,83,5,2,5,57,6,16,22,2,4,1,2,59,1,2,8,6,4,4,8,6,8,8,4,6,4,4,8,4,10,9,4,3,2,2,4,3,4,4,2,3,2,2,4,2,5,4,2,3,2,4,3,4,4,10,1,11,11,11,1,5,108,66,52,48,90,97,92,78,71,92,90,103,15,74,66,7,26,70,101,54,50,20,2,4,10,14,8,8,6,4,6,4,2,2,4,6,4,2,4,2,2,4,5,5,4,2,17,37,21,16,6,4,1,5,4,4,4,6,4,2,4,3,1,4,2,10,14,8,8,14,12,17,12,9,8,12,8,1,7,8,1,5,10,14,8,8,4,3,4,15,10,8,8,1,4,6,4,4,4,4,8,4,4,2,5,13,17,13,12,8,22,6,24,60,88,47,43,29,29,31,24,3,10,13,12,10,6,9,22,14,10,3,15,13,15,12,6,5,3,1,14,17,19,13,9,1,9,5,3,4,1,5,4,4,4,4,1,4,4,5,4,4,2,15,35,52,28,24,42,28,3,39,28,18,6,22,25,26,16,23,3,16,13,17,23,18,5,14,11,7,16,6,4,6,4,2,4,4,4,2,2,4,2,2,6,3,6,6,6,10,1,3,7,13,10,3,12,10,5,3,15,12,18,12,6,6,12,15,10,3,12,10,5,3,1,1,1,1,1,1,1,1,1,4,9,15,7,7,1,7,6,1,7,6,1,1,10,15,10,10,6,4,1,1,1,2,2,1,1,1,1,1,2,30,5,3,7,5,71,6,6,7,7,1,8,1,9,6,6,11,2,5,2,6,1,1,2,1,3,3,1,10,10,1,1,2,1,2,4,3,2,2,2,2,1,2,3,2,2,2,1,2,2,3,2,1,1,1,1,2,2,1,2,2,1,1,1,1,1,1 a lot of singletons, unfortunately, but still looks promising. The only issue will be the large symbol table (do not remember the correct name). Another idea: split SAP-R to 9 streams, delta them (good especially for AUDCn) and huffman, reverse when playing. Will result in small symbol tables and quite large decompression routine :]
  5. Do you know of any streaming compression of a decent quality - would be perfect for SAP Type-R sounds.
  6. Yea, it works and even has got full ZX Spectrum emulator :] http://drac030.krap.pl/en-acc-pliki.php
  7. the question is can it be used for a demo effect? :]
  8. here's our max 720 kb copier (omc65/mac65 compatible listing), should be easy to get it work in higher densities. As far as I remember it supports max 256KiB RAM, also easy to add more. Very dirty code, but copied thousands of floppies ;] I could tidy it up a bit, convert to mads and translate polish labels if anyone's interested. MK720.zip
  9. my humble entry "Neverending Sorry". A classic theme with a neverending twist. How long can Falkor become? How our little basic will cope with all this body size and path memories? Only ten liners can tell. TBXL, extreem NEVEREND.BAS NEVEREND.LST neverending_sorry.src.txt
  10. Someone remembers, yay )) Now I could do the exact conversion of 2048, there's a lot of space left in these 10 lines
  11. Easy: https://github.com/ghostFaceKillah/expert
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