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HELP: Using muls/divs tables / 3D

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Richard Tew

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Mar 3, 1995, 4:57:22 PM3/3/95
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I was wondering if anyone out there had any muls or divs tables and respective
source code (asm) using them, that I could snarf a look at to help optimize
some 3D vector code I've got. It sort of overlaps frames, and while it has
HSR, clipping and fill optimization I still need it to go faster..

Do muls,divs tables make much of a difference?

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Acid Software

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Mar 4, 1995, 8:58:11 PM3/4/95
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Richard Tew (mis...@csc.canterbury.ac.nz) wrote:
: I was wondering if anyone out there had any muls or divs tables and respective

Hey, another NZer! Choice Bro'...

I wrote a 3D game called Guardian, and tried the tables approach but it
made stuff all difference. Besides, it tends to tie up registers, and
reducing memory accesses are the best way to speed up Amiga code. I like
to make sure that intensive routines use ALL the 68K registers...you can
actually do quite a bit with address registers. Stuff a7 somewhere
before a routine and you can use that too! (forget multitasking though...)
Another thing is that on higher 680x0 chips, multiplies are actually
quicker than accesses to chip ram.
By the way, what fill optimization are you talking about?

Mark Sibly

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