Quote:
Originally Posted by mcgeezer
OK, so far this code snippet has yielded the biggest speed improvement.
I'll now revisit the movem and see if I can get it faster.
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.
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All though I think the beq.s after move to d2 is a smart way to avoid flipping zero data's, it will also not overwrite potential data in the destination, so are you sure the destination data is always "null"?