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Mail Archives: djgpp/1997/01/21/21:59:21

From: luke AT metalworks DOT prestel DOT co DOT uk (Luke Steele)
Newsgroups: comp.os.msdos.djgpp,rec.games.programmer
Subject: How to program compiled sprites?
Date: Tue, 21 Jan 1997 23:13:25 GMT
Organization: [not set]
Lines: 16
Message-ID: <32e54b6d.501326@news.prestel.co.uk>
Reply-To: luke AT metalworks DOT prestel DOT co DOT uk
NNTP-Posting-Host: n71i076.c2r4.pol.co.uk
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Hi,
I recently obtained the Allegro, the graphics programming library for
DJGPP.  One of the test programs that comes with it demonstrates
certain methods of sprite putting, including one called compiled
sprites.  How does this work?  According to the documentation, the
routine performs a number of immediate 'mov's, but I am unable to see
how this could make things faster.  Surely, the time for an immediate
'mov' is 1 cycle, as is the time for each mov in a 'rep movsd'?  What
is it that I'm not getting?

Thanks in advance for any explanations!


--
Luke Steele
luke AT metalworks DOT prestel DOT co DOT uk

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