Search found 3 matches
- Mon Jul 29, 2019 2:28 am
- Forum: NESdev
- Topic: Question about object management (indirection / performance)
- Replies: 7
- Views: 6888
Re: Question about object management (indirection / performa
Ok I understand. So I create an array for each object attribute, with the length of the maximum object count? object_x: .db $00,$00,$00,$00,$00,$00,$00,$00 object_y: .db $00,$00,$00,$00,$00,$00,$00,$00 ;keep going I barely know about CPU cycles and the cost of instructions. Would this method be less...
- Mon Jul 29, 2019 1:02 am
- Forum: NESdev
- Topic: Question about object management (indirection / performance)
- Replies: 7
- Views: 6888
Re: Question about object management (indirection / performa
thanks for your reply.
I already thought about that but i want to keep things consistent.
My idea was to create a system that I can apply to any future project. Like a template.
I don't know if it's a good idea for such a limited system
I already thought about that but i want to keep things consistent.
My idea was to create a system that I can apply to any future project. Like a template.
I don't know if it's a good idea for such a limited system
- Sun Jul 28, 2019 11:11 pm
- Forum: NESdev
- Topic: Question about object management (indirection / performance)
- Replies: 7
- Views: 6888
Question about object management (indirection / performance)
Hello guys! I'm pretty new to NES development and tried creating my first dynamic object manager. Each object contains of 16 byte (x,y,sprite_address_high,sprite_addres_low,sprite_count,update_address_high,update_address_low, <some object related variables > ) I built a generic update function that ...