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Posted: Thu Jun 08, 2017 7:27 am | |||||||||||||||||||||||||||
wow! I didn't know that SDCC was able to optimize that to a single instruction! | ||||||||||||||||||||||||||||
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Posted: Thu Jun 08, 2017 8:11 am | |||||||||||||||||||||||||||
the point is that SDCC understands that shifting right 8 times an unsigned int means to take only the upper byte, and if the variable is global, it has its own fixed address in RAM, which implies that its upper byte is at that same address + 1, which means you can use
ld a,(immediate address)
sometimes the compiler can't use register A (which can be holding another variable...) so it will do something like this: ld hl,#immediate address
ld b,(hl) or along this line anyway. |
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Posted: Thu Jun 08, 2017 5:19 pm | |||||||||||||||||||||||||||
Always is a pleasure to talk about this sort of things :) | ||||||||||||||||||||||||||||
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Invincibility mode
Posted: Sun Sep 03, 2017 2:07 pm
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Not sure if it's been mentioned but you can play Astro Force in "invincibility mode" which is great if you want to play the complete game! Simply change the #define in https://github.com/kusfo/astroforce/blob/master/defines.h from NO_PLAYERINMUNE to PLAYERINMUNE which seems to disable all collisions :) |
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Posted: Wed Sep 12, 2018 11:49 am | |||||||||||||||||||||||||||
Hello,
I once tried on a cover. What do you say to that? |
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