(bunnymark) Optimizations

This commit is contained in:
Devine Lu Linvega 2024-01-15 08:41:54 -08:00
parent 362dee8b1b
commit 17e6d4df22
1 changed files with 51 additions and 47 deletions

View File

@ -45,22 +45,56 @@
.Mouse/state DEI .Mouse/state DEI
( ) DUP #01 NEQ ?{ add-bunny } ( ) DUP #01 NEQ ?{ add-bunny }
( ) #02 LTH ?{ remove-bunny } ( ) #02 LTH ?{ remove-bunny }
( | clear )
#0000 DUP2 .Screen/x DEO2
.Screen/y DEO2
[ LIT2 80 -Screen/pixel ] DEO
;sprite/length LDA2 #0000 ;sprite/length LDA2 #0000
&loop ( -- ) &loop ( -- )
EQU2k ?&bail EQU2k ?&bail
DUP2 draw-bunny INC2 !&loop DUP2 <draw-bunny>
INC2 !&loop
&bail ( -- ) &bail ( -- )
POP2 POP2 BRK POP2 POP2 BRK
@draw-bunny ( idx -- ) @add-bunny ( -- )
( compute the offset to the beginning of this bunny's data ) #30 SFT2 ;sprite/array ADD2 ;sprite/length LDA2
( clear the old sprite location ) ( | cap bunny count at 65535 )
( top ) LDA2k #05 SFT2 .Screen/x DEO2 DUP2 #ffff EQU2 ?&bail
INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2 ( | compute the offset to the beginning of this new bunny's data )
<clear-sprite> DUP2 #30 SFT2 ;sprite/array ADD2
( move the sprite by its velocity ) LDA2k OVR2 #0004 ADD2 LDA2 ADD2 OVR2 STA2 ( | populate the new bunny's x/y/xvel/yvel with random values )
#00 rand OVR2 STA2
rand #1f AND rand OVR2 INC2 INC2 STA2
#00 rand #7f AND OVR2 #0004 ADD2 STA2
#00 rand #7f AND OVR2 #0006 ADD2 STA2
( | pop ptr to bunny data )
POP2
( | write new increased array length )
INC2 DUP2 ;sprite/length STA2
( | update label )
STH2k #0028 #0008 STH2r <draw-dec>
&bail ( pop sprite/length )
POP2 JMP2r
@remove-bunny ( -- )
;sprite/length LDA2
( don't let length go below 0 ) ORAk #00 EQU ?&bail
#0001 SUB2 DUP2 ;sprite/length STA2
( update label ) STH2k #0028 #0008 STH2r <draw-dec>
&bail POP2 JMP2r
(
@|drawing )
@<draw-bunny> ( idx -- )
( | compute the offset to the beginning of this bunny's data )
#30 SFT2 ;sprite/array ADD2
( | move the sprite by its velocity )
LDA2k OVR2 #0004 ADD2 LDA2 ADD2 OVR2 STA2
INC2k INC2 LDA2 OVR2 #0006 ADD2 LDA2 ADD2 OVR2 INC2 INC2 STA2 INC2k INC2 LDA2 OVR2 #0006 ADD2 LDA2 ADD2 OVR2 INC2 INC2 STA2
( check for right wall collision + bounce x ) DUP2 #0004 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-x ( | check for right wall collision + bounce x )
DUP2 #0004 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-x
LDA2k #05 SFT2 #0008 ADD2 .Screen/width DEI2 LTH2 ?&skip-max-x LDA2k #05 SFT2 #0008 ADD2 .Screen/width DEI2 LTH2 ?&skip-max-x
DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2 DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
&skip-max-x ( check for left wall collision + bounce x ) &skip-max-x ( check for left wall collision + bounce x )
@ -68,7 +102,7 @@
DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2 DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
&skip-min-x ( check for bottom wall collision + bounce y ) &skip-min-x ( check for bottom wall collision + bounce y )
DUP2 #0006 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-y DUP2 #0006 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-y
INC2k INC2 LDA2 #05 SFT2 #0008 ADD2 .Screen/height DEI2 LTH2 ?&skip-max-y INC2k INC2 LDA2 #05 SFT2 #0010 ADD2 .Screen/height DEI2 LTH2 ?&skip-max-y
DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2 DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2
!&skip-gravity !&skip-gravity
&skip-max-y ( check for top wall collision + bounce x ) &skip-max-y ( check for top wall collision + bounce x )
@ -86,27 +120,6 @@
[ LIT2 00 -Screen/auto ] DEO [ LIT2 00 -Screen/auto ] DEO
JMP2r JMP2r
@<clear-sprite> ( -- )
;fill-icn .Screen/addr DEO2
[ LIT2 11 -Screen/auto ] DEO
[ LIT2 00 -Screen/sprite ] DEO
[ LIT2 00 -Screen/auto ] DEO
JMP2r
@add-bunny ( -- )
;sprite/length LDA2
( cap bunny count at 65535 ) DUP2 #ffff EQU2 ?&bail
( compute the offset to the beginning of this new bunny's data ) DUP2 #30 SFT2 ;sprite/array ADD2
( populate the new bunny's x/y/xvel/yvel with random values ) #00 [ rand ] OVR2 STA2
[ rand #1f AND ] [ rand ] OVR2 INC2 INC2 STA2
#00 [ rand #7f AND ] OVR2 #0004 ADD2 STA2
#00 [ rand #7f AND ] OVR2 #0006 ADD2 STA2
( pop ptr to bunny data ) POP2
( write new increased array length ) INC2 DUP2 ;sprite/length STA2
( update label ) STH2k #0028 #0008 STH2r <draw-dec>
&bail ( pop sprite/length )
POP2 JMP2r
@<draw-str> ( x* y* text* color -- ) @<draw-str> ( x* y* text* color -- )
,&t STR ,&t STR
[ LIT2 01 -Screen/auto ] DEO [ LIT2 01 -Screen/auto ] DEO
@ -120,9 +133,9 @@
[ LIT2 01 -Screen/auto ] DEO [ LIT2 01 -Screen/auto ] DEO
SWP2 .Screen/y DEO2 SWP2 .Screen/y DEO2
SWP2 .Screen/x DEO2 SWP2 .Screen/x DEO2
#2710 DIV2k DUP2 NIP <draw-digit> #2710 DIV2k DUP <draw-digit>
MUL2 SUB2 #03e8 DIV2k DUP2 NIP <draw-digit> MUL2 SUB2 #03e8 DIV2k DUP <draw-digit>
MUL2 SUB2 #0064 DIV2k DUP2 NIP <draw-digit> MUL2 SUB2 #0064 DIV2k DUP <draw-digit>
MUL2 SUB2 NIP #0a DIVk DUP <draw-digit> MUL2 SUB2 NIP #0a DIVk DUP <draw-digit>
MUL SUB <draw-digit> MUL SUB <draw-digit>
[ LIT2 00 -Screen/auto ] DEO [ LIT2 00 -Screen/auto ] DEO
@ -130,20 +143,9 @@
@<draw-digit> ( num -- ) @<draw-digit> ( num -- )
#30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2 #30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2
#41 .Screen/sprite DEO [ LIT2 41 -Screen/sprite ] DEO
JMP2r JMP2r
@remove-bunny ( -- )
;sprite/length LDA2
( don't let length go below 0 ) ORAk #00 EQU ?&bail
( clear the old sprite location ) DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
( top ) LDA2k #05 SFT2 .Screen/x DEO2
INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2
( clear ) <clear-sprite>
POP2 #0001 SUB2 DUP2 ;sprite/length STA2
( update label ) STH2k #0028 #0008 STH2r <draw-dec>
&bail POP2 JMP2r
( (
@|random ) @|random )
@ -205,7 +207,9 @@
@bunny-chr [ @bunny-chr [
2466 6600 2424 003c 4200 007e 7e7e 7e7e 2466 6600 2424 003c 4200 007e 7e7e 7e7e
1818 3c3c 1800 0000 ff66 4242 667e 4242 ] 1818 3c3c 1800 0000 ff66 4242 667e 4242 ]
( beginning of sprite pixel data + array )
(
@|memory )
@sprite &length $2 @sprite &length $2
&array &x 0600 &y 0500 &xvel 0060 &yvel 0010 &array &x 0600 &y 0500 &xvel 0060 &yvel 0010