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 Post subject: Re: Simplify long, repetitive code.Posted: Thu Jul 13, 2017 1:52 pm

Joined: Wed Sep 21, 2016 8:55 am
Posts: 66
Oziphantom wrote:
Yeah but Garth, they are having trouble making an array of Words, lets keep the -1, stack push tricks to latter yeah

Agreed and that's why I used your code example to help him.

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 Post subject: Re: Simplify long, repetitive code.Posted: Thu Jul 13, 2017 3:08 pm

Joined: Wed Nov 30, 2016 4:45 pm
Posts: 110
Location: Southern California
What I presented is really basic stuff, not rocket science. Make the table say,
Code:
LvlFuncPtrTableLo
.byte  LOW(LEV01-1), LOW(LEV02-1), LOW(LEV03-1, <etc.>
LvlFuncPtrTableHi
.byte  HIGH(LEV01-1), HIGH(LEV02-1), HIGH(LEV03-1), <etc.>

Using the RTS for a jump simplifies things by eliminating the need for a variable and removing it from the constant battle for ZP space (since it was suggested to put it there). It also makes the program more efficient.

_________________
http://WilsonMinesCo.com/ lots of 6502 resources

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 Post subject: Re: Simplify long, repetitive code.Posted: Thu Jul 13, 2017 3:18 pm

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 6293
Garth wrote:
It also makes the program more efficient.

Depends what you mean by "efficient". Using RTS takes 1 more cycle vs an indirect jump, but it saves some bytes of code at least?
Code:
STA zp +3
STA zp +3

PHA +3
PHA +3
RTS +6

The JMP pointer does not need to be on the zeropage, either (JMP's indirection is always from an absolute address, ZP is irrelevant to that instruction), though that would cost another 2 cycles from the STAs.

Last edited by rainwarrior on Thu Jul 13, 2017 3:25 pm, edited 1 time in total.

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 Post subject: Re: Simplify long, repetitive code.Posted: Thu Jul 13, 2017 3:25 pm

Joined: Wed Sep 21, 2016 8:55 am
Posts: 66
This is becoming "use my way" instead,you left an example Garth so if sdm chooses to use it that's fine also.

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 Post subject: Re: Simplify long, repetitive code.Posted: Thu Jul 13, 2017 3:30 pm

Joined: Wed Nov 30, 2016 4:45 pm
Posts: 110
Location: Southern California
Quote:
Depends what you mean by "efficient".

It saves several bytes; and if the indirect address is not in ZP, it's slightly faster, too.

Quote:
This is becoming "use my way" instead of helping another programmer.

I believe it's always helpful to present a more elegant solution.

_________________
http://WilsonMinesCo.com/ lots of 6502 resources

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 Post subject: Re: Simplify long, repetitive code.Posted: Thu Jul 13, 2017 3:39 pm

Joined: Wed Sep 21, 2016 8:55 am
Posts: 66
I believe when your new the code Oziphantom showed is easier to grasp,that's why I choose his code to help sdm.Now that he understands and has it working he can explore other ways if he chooses,it's not really necessary though but it's up to him.

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 Post subject: Re: Simplify long, repetitive code.Posted: Mon Jul 17, 2017 5:13 am

Joined: Tue Apr 11, 2006 4:08 am
Posts: 262
I would still like to ask for help with a slightly different, large code. Rule similar, but slightly different. Each bit in the "GOLD_xx_xx_UnLock" byte slot is responsible for the collected (1) or not (0) gold. I tried to make the simplified code as above in posts, but this time instead of jump (JMP) to the label are operations on different bits. And now I have a problem, because I do not know if any one can do it in a similar way: /

Collecting the "GOLD" item can be random, there is no pre-assigned order of collection order (one big map consisting of 64-nametables)

GOLD_Checker - is the variable that depends on which "map" we enter, the number of this map is loaded (Specify: the value with the map number is uploaded exactly in the "collision" of the gold with the hero, and after that time is again zero)

Code:
GOLD_Checker      .ds 1
GOLD_01_08_UnLock   .ds 1
GOLD_09_16_UnLock   .ds 1
GOLD_17_24_UnLock   .ds 1
GOLD_25_32_UnLock   .ds 1
GOLD_33_40_UnLock   .ds 1
GOLD_41_48_UnLock   .ds 1
GOLD_49_56_UnLock   .ds 1
GOLD_57_64_UnLock   .ds 1

GOLD_Check:

LDA GOLD_Checker
CMP #1
BNE NoGC_01

LDA GOLD_01_08_UnLock
ORA #%00000001
STA GOLD_01_08_UnLock

NoGC_01:
LDA GOLD_Checker
CMP #2
BNE NoGC_02

LDA GOLD_01_08_UnLock
ORA #%00000010
STA GOLD_01_08_UnLock

NoGC_02:
LDA GOLD_Checker
CMP #3
BNE NoGC_03

LDA GOLD_01_08_UnLock
ORA #%00000100
STA GOLD_01_08_UnLock

NoGC_03:
LDA GOLD_Checker
CMP #4
BNE NoGC_04

LDA GOLD_01_08_UnLock
ORA #%00001000
STA GOLD_01_08_UnLock

NoGC_04:
LDA GOLD_Checker
CMP #5
BNE NoGC_05

LDA GOLD_01_08_UnLock
ORA #%00010000
STA GOLD_01_08_UnLock

NoGC_05:
LDA GOLD_Checker
CMP #6
BNE NoGC_06

LDA GOLD_01_08_UnLock
ORA #%00100000
STA GOLD_01_08_UnLock

NoGC_06:
LDA GOLD_Checker
CMP #7
BNE NoGC_07

LDA GOLD_01_08_UnLock
ORA #%01000000
STA GOLD_01_08_UnLock

NoGC_07:
LDA GOLD_Checker
CMP #8
BNE NoGC_08

LDA GOLD_01_08_UnLock
ORA #%10000000
STA GOLD_01_08_UnLock

NoGC_08:
LDA GOLD_Checker
CMP #9
BNE NoGC_09

LDA GOLD_09_16_UnLock
ORA #%00000001
STA GOLD_09_16_UnLock

NoGC_09:
LDA GOLD_Checker
CMP #10
BNE NoGC_10

LDA GOLD_09_16_UnLock
ORA #%00000010
STA GOLD_09_16_UnLock

NoGC_10:
LDA GOLD_Checker
CMP #11
BNE NoGC_11

LDA GOLD_09_16_UnLock
ORA #%00000100
STA GOLD_09_16_UnLock

NoGC_11:
LDA GOLD_Checker
CMP #12
BNE NoGC_12

LDA GOLD_09_16_UnLock
ORA #%00001000
STA GOLD_09_16_UnLock

NoGC_12:
LDA GOLD_Checker
CMP #13
BNE NoGC_13

LDA GOLD_09_16_UnLock
ORA #%00010000
STA GOLD_09_16_UnLock

NoGC_13:
LDA GOLD_Checker
CMP #14
BNE NoGC_14

LDA GOLD_09_16_UnLock
ORA #%00100000
STA GOLD_09_16_UnLock

NoGC_14:
LDA GOLD_Checker
CMP #15
BNE NoGC_15

LDA GOLD_09_16_UnLock
ORA #%01000000
STA GOLD_09_16_UnLock

NoGC_15:
LDA GOLD_Checker
CMP #16
BNE NoGC_16

LDA GOLD_09_16_UnLock
ORA #%10000000
STA GOLD_09_16_UnLock

NoGC_16:
LDA GOLD_Checker
CMP #17
BNE NoGC_17

LDA GOLD_17_24_UnLock
ORA #%00000001
STA GOLD_17_24_UnLock

NoGC_17:
LDA GOLD_Checker
CMP #18
BNE NoGC_18

LDA GOLD_17_24_UnLock
ORA #%00000010
STA GOLD_17_24_UnLock

NoGC_18:
LDA GOLD_Checker
CMP #19
BNE NoGC_19

LDA GOLD_17_24_UnLock
ORA #%00000100
STA GOLD_17_24_UnLock

NoGC_19:
LDA GOLD_Checker
CMP #20
BNE NoGC_20

LDA GOLD_17_24_UnLock
ORA #%00001000
STA GOLD_17_24_UnLock

NoGC_20:
LDA GOLD_Checker
CMP #21
BNE NoGC_21

LDA GOLD_17_24_UnLock
ORA #%00010000
STA GOLD_17_24_UnLock

NoGC_21:
LDA GOLD_Checker
CMP #22
BNE NoGC_22

LDA GOLD_17_24_UnLock
ORA #%00100000
STA GOLD_17_24_UnLock

NoGC_22:
LDA GOLD_Checker
CMP #23
BNE NoGC_23

LDA GOLD_17_24_UnLock
ORA #%01000000
STA GOLD_17_24_UnLock

NoGC_23:
LDA GOLD_Checker
CMP #24
BNE NoGC_24

LDA GOLD_17_24_UnLock
ORA #%10000000
STA GOLD_17_24_UnLock

NoGC_24:
LDA GOLD_Checker
CMP #25
BNE NoGC_25

LDA GOLD_25_32_UnLock
ORA #%00000001
STA GOLD_25_32_UnLock

NoGC_25:
LDA GOLD_Checker
CMP #26
BNE NoGC_26

LDA GOLD_25_32_UnLock
ORA #%00000010
STA GOLD_25_32_UnLock

NoGC_26:
LDA GOLD_Checker
CMP #27
BNE NoGC_27

LDA GOLD_25_32_UnLock
ORA #%00000100
STA GOLD_25_32_UnLock

NoGC_27:
LDA GOLD_Checker
CMP #28
BNE NoGC_28

LDA GOLD_25_32_UnLock
ORA #%00001000
STA GOLD_25_32_UnLock

NoGC_28:
LDA GOLD_Checker
CMP #29
BNE NoGC_29

LDA GOLD_25_32_UnLock
ORA #%00010000
STA GOLD_25_32_UnLock

NoGC_29:
LDA GOLD_Checker
CMP #30
BNE NoGC_30

LDA GOLD_25_32_UnLock
ORA #%00100000
STA GOLD_25_32_UnLock

NoGC_30:
LDA GOLD_Checker
CMP #31
BNE NoGC_31

LDA GOLD_25_32_UnLock
ORA #%01000000
STA GOLD_25_32_UnLock

NoGC_31:
LDA GOLD_Checker
CMP #32
BNE NoGC_32

LDA GOLD_25_32_UnLock
ORA #%10000000
STA GOLD_25_32_UnLock

NoGC_32:
LDA GOLD_Checker
CMP #33
BNE NoGC_33

LDA GOLD_33_40_UnLock
ORA #%00000001
STA GOLD_33_40_UnLock

NoGC_33:
LDA GOLD_Checker
CMP #34
BNE NoGC_34

LDA GOLD_33_40_UnLock
ORA #%00000010
STA GOLD_33_40_UnLock

NoGC_34:
LDA GOLD_Checker
CMP #35
BNE NoGC_35

LDA GOLD_33_40_UnLock
ORA #%00000100
STA GOLD_33_40_UnLock

NoGC_35:
LDA GOLD_Checker
CMP #36
BNE NoGC_36

LDA GOLD_33_40_UnLock
ORA #%00001000
STA GOLD_33_40_UnLock

NoGC_36:
LDA GOLD_Checker
CMP #37
BNE NoGC_37

LDA GOLD_33_40_UnLock
ORA #%00010000
STA GOLD_33_40_UnLock

NoGC_37:
LDA GOLD_Checker
CMP #38
BNE NoGC_38

LDA GOLD_33_40_UnLock
ORA #%00100000
STA GOLD_33_40_UnLock

NoGC_38:
LDA GOLD_Checker
CMP #39
BNE NoGC_39

LDA GOLD_33_40_UnLock
ORA #%01000000
STA GOLD_33_40_UnLock

NoGC_39:
LDA GOLD_Checker
CMP #40
BNE NoGC_40

LDA GOLD_33_40_UnLock
ORA #%10000000
STA GOLD_33_40_UnLock

NoGC_40:
LDA GOLD_Checker
CMP #41
BNE NoGC_41

LDA GOLD_41_48_UnLock
ORA #%00000001
STA GOLD_41_48_UnLock

NoGC_41:
LDA GOLD_Checker
CMP #42
BNE NoGC_42

LDA GOLD_41_48_UnLock
ORA #%00000010
STA GOLD_41_48_UnLock

NoGC_42:
LDA GOLD_Checker
CMP #43
BNE NoGC_43

LDA GOLD_41_48_UnLock
ORA #%00000100
STA GOLD_41_48_UnLock

NoGC_43:
LDA GOLD_Checker
CMP #44
BNE NoGC_44

LDA GOLD_41_48_UnLock
ORA #%00001000
STA GOLD_41_48_UnLock

NoGC_44:
LDA GOLD_Checker
CMP #45
BNE NoGC_45

LDA GOLD_41_48_UnLock
ORA #%00010000
STA GOLD_41_48_UnLock

NoGC_45:
LDA GOLD_Checker
CMP #46
BNE NoGC_46

LDA GOLD_41_48_UnLock
ORA #%00100000
STA GOLD_41_48_UnLock

NoGC_46:
LDA GOLD_Checker
CMP #47
BNE NoGC_47

LDA GOLD_41_48_UnLock
ORA #%01000000
STA GOLD_41_48_UnLock

NoGC_47:
LDA GOLD_Checker
CMP #48
BNE NoGC_48

LDA GOLD_41_48_UnLock
ORA #%10000000
STA GOLD_41_48_UnLock

NoGC_48:
LDA GOLD_Checker
CMP #49
BNE NoGC_49

LDA GOLD_49_56_UnLock
ORA #%00000001
STA GOLD_49_56_UnLock

NoGC_49:
LDA GOLD_Checker
CMP #50
BNE NoGC_50

LDA GOLD_49_56_UnLock
ORA #%00000010
STA GOLD_49_56_UnLock

NoGC_50:
LDA GOLD_Checker
CMP #51
BNE NoGC_51

LDA GOLD_49_56_UnLock
ORA #%00000100
STA GOLD_49_56_UnLock

NoGC_51:
LDA GOLD_Checker
CMP #52
BNE NoGC_52

LDA GOLD_49_56_UnLock
ORA #%00001000
STA GOLD_49_56_UnLock

NoGC_52:
LDA GOLD_Checker
CMP #53
BNE NoGC_53

LDA GOLD_49_56_UnLock
ORA #%00010000
STA GOLD_49_56_UnLock

NoGC_53:
LDA GOLD_Checker
CMP #54
BNE NoGC_54

LDA GOLD_49_56_UnLock
ORA #%00100000
STA GOLD_49_56_UnLock

NoGC_54:
LDA GOLD_Checker
CMP #55
BNE NoGC_55

LDA GOLD_49_56_UnLock
ORA #%01000000
STA GOLD_49_56_UnLock

NoGC_55:
LDA GOLD_Checker
CMP #56
BNE NoGC_56

LDA GOLD_49_56_UnLock
ORA #%10000000
STA GOLD_49_56_UnLock

NoGC_56:
LDA GOLD_Checker
CMP #57
BNE NoGC_57

LDA GOLD_57_64_UnLock
ORA #%00000001
STA GOLD_57_64_UnLock

NoGC_57:
LDA GOLD_Checker
CMP #58
BNE NoGC_58

LDA GOLD_57_64_UnLock
ORA #%00000010
STA GOLD_57_64_UnLock

NoGC_58:
LDA GOLD_Checker
CMP #59
BNE NoGC_59

LDA GOLD_57_64_UnLock
ORA #%00000100
STA GOLD_57_64_UnLock

NoGC_59:
LDA GOLD_Checker
CMP #60
BNE NoGC_60

LDA GOLD_57_64_UnLock
ORA #%00001000
STA GOLD_57_64_UnLock

NoGC_60:
LDA GOLD_Checker
CMP #61
BNE NoGC_61

LDA GOLD_57_64_UnLock
ORA #%00010000
STA GOLD_57_64_UnLock

NoGC_61:
LDA GOLD_Checker
CMP #62
BNE NoGC_62

LDA GOLD_57_64_UnLock
ORA #%00100000
STA GOLD_57_64_UnLock

NoGC_62:
LDA GOLD_Checker
CMP #63
BNE NoGC_63

LDA GOLD_57_64_UnLock
ORA #%01000000
STA GOLD_57_64_UnLock

NoGC_63:
LDA GOLD_Checker
CMP #64
BNE NoGC_64

LDA GOLD_57_64_UnLock
ORA #%10000000
STA GOLD_57_64_UnLock

NoGC_64:
RTS

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 Post subject: Re: Simplify long, repetitive code.Posted: Mon Jul 17, 2017 6:52 am

Joined: Mon Jan 03, 2005 10:36 am
Posts: 3068
Location: Tampere, Finland
Something like this:

- A = GOLD_Checker-1. This is your 0-based level index 0..63.
- A/8 (range 0..7) tells you which byte to modify. You can divide by 8 by shifting right (LSR) 3 times.
- A & %111 (range 0..7) tells you which bit to modify (& = bitwise AND). You can use a lookup table with 8 elements (%1, %10, %100, ..., %10000000) to retrieve a mask for ORA.

_________________
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 Post subject: Re: Simplify long, repetitive code.Posted: Mon Jul 17, 2017 9:08 am

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10484
Location: Rio de Janeiro - Brazil
Here's one way to do it:

Code:

.byte %00000001
.byte %00000010
.byte %00000100
.byte %00001000
.byte %00010000
.byte %00100000
.byte %01000000
.byte %10000000

;************************

sec
lda GOLD_Checker
sbc #\$01
tay
and #%00000111
tax
tya
lsr
lsr
lsr
tay
lda GOLD_01_08_UnLock, y
sta GOLD_01_08_UnLock, y

EDIT: Whenever you find yourself doing lots of comparisons against consecutive numbers, you should probably be using indexing instead. And when you're indexing stuff, the bits in the index usually have meanings that you can exploit, so when you realize what the bit pattern of the index/address is, you'll be able to find/manipulate the target data after a few bit manipulations rather than tons of comparisons for specific cases. For example, the way that the layout of a name table address is %0010NNYY YYXXXXX (NN = name table, XXXXX = horizontal tile coordinate, YYYYY = vertical tile coordinate) or an attribute table address is %0010NN11 11YYYXXX (NN = name table, XXX = horizontal 32x32 block coordinate, YYY = vertical 32x32 block coordinate) while the highest unused X and Y bits can be combined to index bit masks for manipulating the 16x16 blocks inside the 32x32 blocks (the lower X and Y bits are discarded for good, since you can't set palettes for individual tiles).

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