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Atari coding BBS
4 pixel rasters |
Posted by: ultra
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Jun,08.2006-00:40
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hm...
add d0,(a0)
move d0,(a0)
is the key... good idea...
when i remember me right the 68k prefetches commands... so i guess during the add is executed the 68k loads the move already from memory...
when the add is done the move can be directly executed... this is why the raster is 4 pixel wide... of course it's not possible to create 2 4pixels directly to each other... this is what ni meant to pay a price...
ok but dunno 100% ;) maybe someone can explain it fully...
i'm wondering about when a prefetch is done the execution time would be less for the next command...is there something like a waitstate or bla to keep the fixed execution times ?
ultra
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Topic
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Posted by
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Date
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4 pixel rasters
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ultra
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Jun,08.2006-00:40
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Re: 4 pixel rasters
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ultra
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Jun,08.2006-00:43
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Re: 4 pixel rasters
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evil
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Jun,08.2006-08:20
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Re: 4 pixel rasters
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ultra
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Jun,08.2006-08:45
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Re: 4 pixel rasters
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earx
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Jun,08.2006-08:55
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Re: 4 pixel rasters
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earx
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Jun,08.2006-08:56
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Re: 4 pixel rasters
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utlra
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Jun,08.2006-09:00
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Re: 4 pixel rasters
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ultra
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Jun,08.2006-10:17
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Re: 4 pixel rasters
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ultra
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Jun,08.2006-11:02
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Re: 4 pixel rasters
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earx
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Jun,08.2006-11:20
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Re: 4 pixel rasters
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ultra
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Jun,08.2006-11:37
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Re: 4 pixel rasters
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earx
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Jun,08.2006-16:35
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Re: 4 pixel rasters
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Creature XL
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Jun,09.2006-09:31
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Re: 4 pixel rasters
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ultra
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Jun,09.2006-10:17
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Re: 4 pixel rasters
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ultra
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Jun,09.2006-10:36
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Re: 4 pixel rasters
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Leonard
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Jun,13.2006-10:27
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Re: 4 pixel rasters
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alien st/cnx
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Jun,15.2006-18:34
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Re: 4 pixel rasters
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Leonard
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Jun,19.2006-11:12
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Re: 4 pixel rasters
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alien st/cnx
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Jun,21.2006-03:08
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Re: 4 pixel rasters
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Leonard
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Jun,21.2006-17:26
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Re: 4 pixel rasters
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evil
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Jun,21.2006-18:30
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Re: 4 pixel rasters
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ggn/KUA
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Jun,22.2006-08:48
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