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Author Topic: The Optimization Compilation -  (Read 10235 times) Bookmark and Share
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calc84maniac
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« Reply #105 on: 22 October, 2011, 03:03:55 »
0

also, i think 'number less than 256' /256 might be more efficient than just 0
Actually no, both of those are 3 bytes. But 'number less than 256' and 0 is only 2 bytes and it does the same thing Smiley
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« Reply #106 on: 12 November, 2011, 05:37:46 »
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I'm going to see how many bytes I can save now.
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« Reply #107 on: 04 January, 2012, 23:09:47 »
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Currently, is this tutorial efficient yet ?
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« Reply #108 on: 04 January, 2012, 23:18:09 »
+1

Umm it's a little outdated atm, though much of it is still OK.
Axe's peephole optimizer removes the need for things like

1
If A+1->A
instead of

1
2
A+1->A
If A
Also DispGraph is just as fast as DispGraphr
I'm planning to sit down sometime in the near future and update this a bit
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« Reply #109 on: 05 January, 2012, 00:12:12 »
+1

Done.

For those of you who don't want to scan through, I've made a list of most of the new additions/changes
  • The HL section is quasi-obsolete
  • DispGraphr is no longer faster than DispGraph
  • The !If A xor EXP structure is now better than the !If A - EXP unless you are using an optimized addition/subrtraction
  • When storing 0 to a 1 byte variable, and 0-> is better than 0->
  • I linked to Runer's index thread as well as stole the math opts table from him to be included here.
  • Otherwise cleaned up and reformatted
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« Reply #110 on: 05 January, 2012, 00:28:37 »
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the 'and 0->' code only works if HL is less than 256
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« Reply #111 on: 05 January, 2012, 05:39:41 »
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Hm, I thought that it doesn't matter because you're only storing the least significant byte into wherever you're storing?

Also I need to add stuff on the Select() command...Maybe later Tongue Edit: hm, and I want to discuss the structure of loops utilizing addition in place of mulitplication...So much to do so little time Big frown
« Last Edit: 05 January, 2012, 05:47:00 by squidgetx » Logged

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« Reply #112 on: 10 January, 2012, 21:42:18 »
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Is there a way to make the inData() trick work with pointers and/or 16-bit numbers?  If used erroneously will it mess up to the point of a crash?

Edit: or is there a different way now with the newer versions of Axe? Tongue
« Last Edit: 10 January, 2012, 21:42:58 by Darl181 » Logged




 
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« Reply #113 on: 11 January, 2012, 02:50:29 »
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Well it really depends on the circumstances...
As far as 16bit numbers, I don't know for sure but I think not...
And what do you mean 'with pointers'?

Wow I'm so helpful. Haha but can you clarify a little bit?
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« Reply #114 on: 11 January, 2012, 04:22:37 »
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Something like...
If inData({L1},Data(2,4,6,8,0))
..or maybe even...
If inData({L1}+1,Data(3,5,7,9,0))
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« Reply #115 on: 15 January, 2012, 04:37:09 »
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That should work (sorry for the late reply lol)

No harm in trying these things out yourself btw Wink haha
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« Reply #116 on: 15 January, 2012, 04:41:21 »
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I try, but more often than not test programs work differently for me Tongue and half the time I try random ambitious code weird stuff happens Big smile
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"Dynamic userbars!"
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