Simple D.Y.S.P. routine which uses a 256-byte table to determine how many cycles to waste for each combination of sprites on a raster line.
Calculating how many cycles to waste on each line unfortunately takes a lot of raster time, so for actual demo code using a fixed Y-sinus with a pre-calculated 'cycle-waste' table would be much faster, although far less flexible.
This is just a proof of concept, not demo ready, and way too old school. I'm planning to use this for and article on codebase64.org, once I've cleaned up the code a bit.
Use 64tass to assemble:
64tass -C -a -o dysp.prg main.asm
Or use make
. An additional target make x64
exists, which will assemble the
code and then run VICE's x64
binary to run the dysp. This will only work on Unix-like systems.
Included is a SID tune by JCH, a nice old school tune for an old school effect.