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View topic - [Coding competition 2017] Astro Force by eruiz00

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Author Message
  • Joined: 29 Mar 2012
  • Posts: 879
  • Location: Spain
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Post 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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  • Joined: 05 Sep 2013
  • Posts: 3760
  • Location: Stockholm, Sweden
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Post 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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  • Joined: 28 Jan 2017
  • Posts: 541
  • Location: Málaga, Spain
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Post Posted: Thu Jun 08, 2017 5:19 pm
Always is a pleasure to talk about this sort of things :)
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  • Joined: 12 Oct 2015
  • Posts: 183
  • Location: Ireland
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Invincibility mode
Post Posted: Sun Sep 03, 2017 2:07 pm
kusfo wrote
Here it is! :-D

https://github.com/kusfo/astroforce


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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  • Joined: 03 Sep 2018
  • Posts: 3
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Post Posted: Wed Sep 12, 2018 11:49 am
Hello,
I once tried on a cover.
What do you say to that?
astro force.jpg (937.34 KB)
astro force.jpg

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