Commit graph

2749 commits

Author SHA1 Message Date
Corwin 22b3497bb3
fix 2023-06-27 21:56:26 +01:00
Corwin fd82b259cc
dynamic sprite allocate directly into sprite vram 2023-06-27 21:56:09 +01:00
Gwilym Inzani 3b35061a3a Extract iterator to a variable 2023-06-27 21:51:59 +01:00
Gwilym Inzani 38868cb269 Extract even more from the loop body 2023-06-27 21:50:46 +01:00
Gwilym Inzani 57f0a8c889 Remove is_done check in for loop 2023-06-27 21:49:30 +01:00
Gwilym Inzani f4779208e3 Implement first cases for the non stereo 2023-06-27 21:48:01 +01:00
Gwilym Inzani e1d03929f9 Use local labels 2023-06-27 21:33:56 +01:00
Gwilym Inzani 306be59cde Add implementation for if this is the first 2023-06-27 21:31:06 +01:00
Corwin ce7bcacb3c
somewhat mad left align renderer 2023-06-26 23:47:19 +01:00
Corwin b75303863d
buffered text render 2023-06-26 17:10:42 +01:00
Corwin 87ac2fe53c
reuse dynamic sprite 2023-06-26 17:10:42 +01:00
Corwin b99fff7c8e
some object based text rendering 2023-06-26 17:10:03 +01:00
Corwin aa38a03ac9
add read pixel method 2023-06-26 17:10:03 +01:00
Gwilym Inzani 938b052997
Schedule nightly run to be at 6:10 rather than 5:10
Occasionally, miri was't available yet. So we go with a 6:10 run to give it a chance to be installed.
2023-06-25 16:07:59 +01:00
Gwilym Inzani c3268e3de2
Even faster mixer (#447)
If you do an ldmia for loading lots of samples at once, the mixer uses
significantly less CPU (10% compared to previous, 19800 cycles per frame
-> 17701 cycles per frame for 32768Hz).

I've also added a really simple unit test for the `collapse` function to
at least gain some confidence in it.

- [x] Changelog updated / no changelog update needed
2023-06-20 22:04:16 +01:00
Corwin dbf7715e67 use assert_eq and collect 2023-06-20 21:52:07 +01:00
Corwin 389e3ecadb make test not reliant on coincidence alignment 2023-06-20 21:52:07 +01:00
Gwilym Inzani 0e3fe2c49a add a changelog entry 2023-06-18 16:43:00 +01:00
Gwilym Inzani 5a374ba4f0 Add collapse test and fix bug uncovered by it 2023-06-18 16:29:02 +01:00
Gwilym Inzani b2dcd8c854 Pass buffer size as an argument 2023-06-18 16:02:14 +01:00
Gwilym Inzani ba18a0bf4a ldmia again 2023-06-16 23:43:37 +01:00
Gwilym Inzani e72de28961 Can I use movne here instead? 2023-06-16 23:41:15 +01:00
Gwilym Inzani ceb57eb002 r12 is a scratch register 2023-06-16 22:22:03 +01:00
Gwilym Inzani 334e70c664 Do multiple loads at once 2023-06-16 22:19:56 +01:00
Gwilym Inzani 9e08303e62 Extract a macro for this 2023-06-16 22:15:45 +01:00
Gwilym Inzani 6cf3ecaf36 Don't need to save r9 2023-06-16 22:11:44 +01:00
Corwin 20a7c262e9
add optimisation for 64 bit upcast multiply (#444)
This is really good now!


- [x] Changelog updated / no changelog update needed
2023-06-06 23:15:38 +01:00
Corwin 2a21c5fdab
add optimisation for 64 bit upcast multiply 2023-06-06 23:00:17 +01:00
Corwin 28e3a7faf4
Resolve stutter upon switching to dice customise screen (#442)
1. Dealloc now uses the normal dealloc procedure.
    * Better because normalisation is quick, O(1).
    * More normalisation means inserting into the list is faster.
2. Run sfx frame during the generation of upgrades (which can take an
unbounded amount of time).

* Both of these are required to remove the stuttering.
* It sounds really weird now that it works right :/

- [ ] Changelog updated / no changelog update needed
2023-06-05 21:01:12 +01:00
Corwin 80051a163a
Modify the enemy health rng by using a dice roll distribution (#438)
- [ ] Changelog updated / no changelog update needed
2023-06-05 21:01:04 +01:00
Corwin a7269ed65f
Add precision support for fixnums (#437)
- [ ] Changelog updated / no changelog update needed
2023-06-05 21:00:54 +01:00
Corwin 53937b4fa8
Upcast multiply (#436)
- [ ] Changelog updated / no changelog update needed
2023-06-05 21:00:46 +01:00
Corwin 6b84833c4f
remove dealloc_no_normalise 2023-06-05 00:12:36 +01:00
Corwin 95a8804094
reset the number of attempts 2023-06-05 00:12:36 +01:00
Corwin cbb0b7d2a0
resolve stutter 2023-06-05 00:12:36 +01:00
Corwin 083fd43ea3
just dealloc in gc 2023-06-05 00:12:36 +01:00
Corwin 80f5812039
make the letter "R" better (#441)
Hyperspace roll has a not great looking letter "R". Uses change made by
Gwilym.

- [x] no changelog update needed
2023-06-03 23:56:43 +01:00
Corwin 2b94ef0ac7
make the letter "R" better 2023-06-03 23:45:55 +01:00
Corwin 492643d0b5
Show health in hyperspace roll (#440)
Shows health in hyperspace roll

- [x] no changelog update needed
2023-06-03 23:39:04 +01:00
Corwin 95b28983ff
show health 2023-06-03 23:29:54 +01:00
Corwin 1c58a419ec
Hide objects by default (#439)
Fixes bug introduced in #430 
- [x] no changelog update needed
2023-06-03 23:25:28 +01:00
Corwin 77c4741ee7
hide objects by default 2023-06-03 16:06:23 +01:00
Corwin c011e58ec7
separate tests 2023-06-02 18:18:18 +01:00
Corwin ae23f6fdf4
round towards nearest 2023-06-02 11:57:35 +01:00
Corwin 1d7acfb070
modify the enemy health rng by using a distribution 2023-06-02 01:24:37 +01:00
Corwin 6e0d58a674
add precision support for fixnums 2023-06-02 00:03:27 +01:00
Corwin b5704afe5e
remove usize 2023-06-01 18:52:03 +01:00
Corwin 9fa8f75202
upcast multiply 2023-05-30 22:21:12 +01:00
Gwilym Inzani da5aed83e3
Use bilge rather than modular-bitfield (#430)
Thought I'd give bilge a go rather than modular bitfield after reading
this blog post:
https://hecatia-elegua.github.io/blog/no-more-bit-fiddling/

- [ ] Changelog updated / no changelog update needed
2023-05-30 20:41:46 +01:00
Corwin a178e28b77
Optimise Normalisation (#435)
This only optimises the relevant blocks during normalisation.

The benchmark in CI goes from 12023166 cycles to 9260517 cycles, a
decrease of 23%.

- [x] no changelog update needed
2023-05-26 18:23:33 +01:00