
POV, you're dealing with Blu's Hyperfixation
Me when I can't shut up (sorry to all my closest friends having to listen to my rambles, hope these paws are sufficient stimulus to accompany my boring hobbies)
Blutoof talking about a lot of non-sense ADHD hyperfixation stuff whilst on the couch relaxing, its paw really close to the viewer
If you're curious about the text, it goes as follows :
WHILE IT IS POSSIBLE TO HAVE A NEAR PERFECT SPRITE CULLING ROUTINE, THIS ENDS UP BEING FAR TOO HEAVY SINCE IT
HAS TO DO EXTRA SHIFTS TO THE RIGHT (ASR.L #2,d4) IN ORDER TO ALLIGN THE VALUE
SINCE THE VALUE FROM BEFORE WOULD BE TRUNCATED BY THE (UNUSED IN THE VANILLA GAME, BUT REMOVED IN REVISION 1)
SQUARE ROOT ROUTINE SINCE IT ONLY HANDLES WORD SIZE VALUES (WHICH ARE 16-BIT)
WHILE WE HAVE A 32-BIT VALUE AS OUR RESULT FROM THE EARLIER MULTIPLICATION AND ADDITION,
AFTER ALL, WE'RE CALCULATING THE HYPOTENUSE OF THE TWO POINTS IN SPACE IN ORDER TO
DISPLAY THE SPRITE AT THE CORRECT LOCATION IN A PSEUDO-3D SPACE, BUT LIKE I'VE SAID,
IT WOULD END UP TOO SLOW SINCE THIS INSTRUCTION (WHICH IS QUITE CYCLE INTENSIVE)
WOULD RUN EVEN FOR SPRITES THAT ARE OFF-SCREEN, MAKING IT VERY INEFFICIENT,
THOUGH HONESTLY I SHOULD'VE JUST USED A PRE-CALCULATED A TABLE OF VALUES INSTEAD OF
USING THE SUBROUTINE FOR THE SAKE OF CYCLE CONSERVATION, ANYWAYS ALL THIS IS ONLY
TO BUFFER THE SPRITES BEFORE WE SORT THEM BY THEIR Z AND Y POSITIONS,
IT'S WHY A4 IS RESERVED FOR IT IS MUCH FASTER THAN TO REFETCH THE POSITION OF
THE BUFFER, HOPE YOU'RE KEEPING TRACK...
Blutoof talking about a lot of non-sense ADHD hyperfixation stuff whilst on the couch relaxing, its paw really close to the viewer
If you're curious about the text, it goes as follows :
WHILE IT IS POSSIBLE TO HAVE A NEAR PERFECT SPRITE CULLING ROUTINE, THIS ENDS UP BEING FAR TOO HEAVY SINCE IT
HAS TO DO EXTRA SHIFTS TO THE RIGHT (ASR.L #2,d4) IN ORDER TO ALLIGN THE VALUE
SINCE THE VALUE FROM BEFORE WOULD BE TRUNCATED BY THE (UNUSED IN THE VANILLA GAME, BUT REMOVED IN REVISION 1)
SQUARE ROOT ROUTINE SINCE IT ONLY HANDLES WORD SIZE VALUES (WHICH ARE 16-BIT)
WHILE WE HAVE A 32-BIT VALUE AS OUR RESULT FROM THE EARLIER MULTIPLICATION AND ADDITION,
AFTER ALL, WE'RE CALCULATING THE HYPOTENUSE OF THE TWO POINTS IN SPACE IN ORDER TO
DISPLAY THE SPRITE AT THE CORRECT LOCATION IN A PSEUDO-3D SPACE, BUT LIKE I'VE SAID,
IT WOULD END UP TOO SLOW SINCE THIS INSTRUCTION (WHICH IS QUITE CYCLE INTENSIVE)
WOULD RUN EVEN FOR SPRITES THAT ARE OFF-SCREEN, MAKING IT VERY INEFFICIENT,
THOUGH HONESTLY I SHOULD'VE JUST USED A PRE-CALCULATED A TABLE OF VALUES INSTEAD OF
USING THE SUBROUTINE FOR THE SAKE OF CYCLE CONSERVATION, ANYWAYS ALL THIS IS ONLY
TO BUFFER THE SPRITES BEFORE WE SORT THEM BY THEIR Z AND Y POSITIONS,
IT'S WHY A4 IS RESERVED FOR IT IS MUCH FASTER THAN TO REFETCH THE POSITION OF
THE BUFFER, HOPE YOU'RE KEEPING TRACK...
Category Artwork (Digital) / Paw
Species Feline (Other)
Size 1280 x 896px
File Size 52.3 kB
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