PicoMite - Attractor Mode


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Nimue

Guru

Joined: 06/08/2020
Location: United Kingdom
Posts: 449
Posted: 06:00pm 15 Aug 2026      

  Bleep said  Hi Nimue,

I am surprised that 1 & 2 made it faster, I have usually found there is almost no difference using Ints, especially if you then have to rescale;  when I, and I think Peter, tried using lookup tables, to speed up Bubble Universe  for trig, it was slower?
I do use Int where it's easy loop counts, maths that doesn't require the precision etc.
Have you tried implementing each item and then timing individually.
Regards.


Honest answer - no.

Just by inspection of the game on the screen.  I was happy with the percieved frame rate.

I implemented them Int first, then look up.

Moving to INTs seems to make a visible difference - so I left it.  The look up - not so much as obvious, but I still left it as it didnt break anything.

This raises the "AI" question again, where I was happy to delegate some of the thinking as this was for "fun" and not mission critical -- but I didnt test for sure, so dont have numbers.

I'm working on Space Invaders that AI has done all the heavy lifting after I uploaded the MMBasic Manual - my Missile Command prog and told it what LCD panel it was using.

One prompt and a runnable version stright to the 'Mite.

Lots of tweaking still to do, but it worked first time with my working example to lean on.

Colour me impressed.