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D.Y.S.P. using pre-calculated cycle table

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.

Assembling

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.

SID tune

Included is a SID tune by JCH, a nice old school tune for an old school effect.

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D.Y.S.P. using a precalculated timing table

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