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Old 14 February 2021, 15:29   #13
ross
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Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
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Quote:
Originally Posted by mcgeezer View Post
Edit - quick note. a1 and a3 point to different hardware sprite addresses so I can't use one address register as a base, it needs to be two.
But the sprites data are not consecutive in memory?

EDIT:
Quote:
Originally Posted by mcgeezer View Post
I'll now revisit the movem and see if I can get it faster.
I have some doubt, because you are forced to a check per register to use the beq trick.. but you will let us know shortly

Last edited by ross; 14 February 2021 at 15:36.
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