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Free space and code optimisation in "JSW"


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#261 Norman Sword

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Posted 13 June 2019 - 12:17 AM

Small rewrite in the JSW game initialisation code which saves a byte:

 

87F5   LD HL,$857C     87F8   LD (HL),$30     87FA   INC HL     87FB   LD (HL),$30     87FD   INC HL     87FE   LD (HL),$30

 

LD HL, #857C

LD BC, #0330

loop:

LD (HL), C

INC HL

DJNZ loop

 

The simpler alternative is as follows

 

LD HL,#3030

LD (#857C),HL

LD (#857D),HL

9 bytes. Which is another byte shorter


Edited by Norman Sword, 13 June 2019 - 09:42 AM.


#262 IRF

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Posted 13 June 2019 - 06:38 AM

Thanks Norman. I notice that that method overwrites the intermediate byte twice, with the same value (not that it matters).


Edited by IRF, 13 June 2019 - 08:50 AM.


#263 IRF

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Posted 01 August 2020 - 10:07 AM

The start of the Move Willy(3) routine (#8FBC-#8FD0) could be simplified/shortened:

Within that part of the routine, Willy's Direction and Movement Flags variable (#85D0) is loaded up to A twice. (First to check if he's moving left or right - Bit 1 - with a RET to Main Loop if he isn't; then to check which way he's moving, left or right? - via Bit 0 - before deciding which path to proceed through the rest of the routine.)

But in between those two checks, the Rope Status Indicator (#85D6) is loaded up to A and its value tested (with a RET to Main Loop if Willy's on a rope).

If the test of the rope status is put first in that sequence, before the movement/direction flags are loaded up to A, then you could test Bits 1 and 0 of A in turn (reacting accordingly) via BIT instructions, thus removing the need to reload #85D0 into the Accumulator for a second time. That should provide a modest saving of three bytes.

Edited by IRF, 07 August 2020 - 11:28 PM.





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