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- Laurent here, answear to Johan,
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- >>I'll also have to recode the structures, coz I'll break them in little tables.
- >Hmm, what do you mean by that?
- >Is your definition of a table something different from an array?
-
- Yes, I think array is the word :-)
- Instead of adressing a structure in 68030, I think I would take less machine time
- adressing each array lonely. I explain :
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- with a structure array like :
-
- short a
- short b
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- to access a[40], you must calculate the size of the structure* number.
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- To use code like a[1], then a[2], then a[3], you must increase your register
- pointer An before a read.
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- If I code
- short a[40]
- short b[40] , and so on, I can put a register = first value of the array,
- then I use (an)+ mode. With that, code can improve a lot when there are lots
- of structure manipulations. I don't know if it speeds c code a lot, coz I'm not
- sure a c compiler use (An)+ options.
- If you don't understand what I try to explain, don't worry, keep the structures,
- I'll adapt for 68030. Anyway, I'll break all the structures.
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-
- > Yes, that function is a bit strange. The Thing_Array is supposed to hold all
- > the objects and stuff in the level, but since those are not used in DVIEW
- > the only thing of interest is the player's start position. When that's found
- > there's no reason to do anything more.
- > We'll of course have to fill the entire array.
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- Does it mean that also it's not used, except for player start pos, I must code it ?
- I think it might give the monsters and objects positions in the game, but I may be
- wrong. Correct me if I'm wrong.
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- >> tomorrow, it would be nice, and useful.
- > Ah, I guess I can sleep during the weekend... ;-)
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- I don't ask you to code doom this night (err, if you want to.. :-),
- No, just cleanned code, coz I'll be able to translate code faster. If you can't,
- just don't...
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- > I still don't like your name for it, though.
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- So, I'll call it the 'don't cross this wall' function :-)
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- Laurent
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