Optimization, inside the mind of a mad man

In this article I talk about optimizing the level rendering routine for my game Bouncy Ball for the Color Computer. With the help of the mad man Simon Jonassen, I was able to take the render routine from 7 fps to 50 fps! I was quite surprised at the results. I made a video at the end of this article, and explain things in detail here. I also list a couple resources you might want to have in your back pocket.

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Render conversion to assembly

I started working on converting my level renderer for Bouncy Ball to assembly. Check out the video below. The C is on the left, assembly on the right. The speed difference is about double the frame rate. Although, in the video I forgot that the C version is double buffering, and the assembly isn’t. Assembly also isn’t printing text. So I fixed both versions behind the scenes.

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Bouncy Ball Beta 1 almost ready

Awesome progress over this new years weekend. I started with a 4 page TODO list, and I have all but the end of game sequence done. I still have levels to build, joystick support, and then in-game sound and (maybe) music to implement. Sound will be via Simon’s irq driven routine. I even had some time to start work on Bouncy Ball’s official web page, and some package art. Now though, I think it’s time to take a short breather and maybe type in another BASIC program. I’m thinking Connect 4. I remember having that one typed in and added some Coco 3 hi-res graphics and sound to it.

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