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As suggested by @nettles, I've implemented full auto sprite flipping to #varvara. It doesn't seem to impact any roms negatively, but instead of writing your own sprite flipping routine, you can make use of this to draw entire rows/cols at a time.

A side-effect is that right-to-left, and bottom-to-top, font drawing can make use of the auto byte, which had always been lacking.

implementation: https://git.sr.ht/~rabbits/uxn11/tree/main/item/src/devices/screen.c#L181

test: https://git.sr.ht/~rabbits/uxn11/tree/main/item/etc/pict.tal

mailing list: https://lists.sr.ht/~rabbits/uxn

This entry was edited (1 year ago)
in reply to Devine Lu Linvega

I was happy to test with oquonie and found that it didn't break anything. I'll be able to remove a whole bunch of shim code and make it faster. Thank you so much for the idea ❤
This entry was edited (1 year ago)
in reply to Devine Lu Linvega

a bit busy at the moment but I'll try to add the new screen changes to uxngba et al sometime this month
in reply to Bad Diode

@bd it might make oquonie run a bit faster 😀 No rush, there's only the one rom that makes use of it right now.
in reply to Devine Lu Linvega

I think it will still be a bit slow but it's worth trying! if I recall the main issue was the parallax stuff, not so much the drawing. I'll try to measure the perf gain to get a better estimate.
Unknown parent

Devine Lu Linvega
I would yes! I actually took note of doing that yesterday, I periodically revisit the idea it seems. I'm thinking a per-device version might be the best thing right now, something like the device mask? I could version changes per device that way, so something like an implementation that has the 2 color screen(playdate), or no sound(uxn11), or no screen(uxncli), could use compatibility IDs that are shared among the various emulators. I could even make test roms to check compat.
This entry was edited (1 year ago)

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