I've found this interesting text (in spanish and english):
http://blog.jafma.net/2020/02/24/effici ... -spectrum/
Efficient BASIC coding for the ZX Spectrum
Re: Efficient BASIC coding for the ZX Spectrum
This is really good - some excellent ideas/tricks in there.
My next Crap Game might not be so crap!
My next Crap Game might not be so crap!
CLEAR 23855
Re: Efficient BASIC coding for the ZX Spectrum
That would be a real shame.
Re: Efficient BASIC coding for the ZX Spectrum
Plenty of ideas for the crap game compo..!
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Re: Efficient BASIC coding for the ZX Spectrum
Fascinating stuff, makes so much sense, but would never have drawn those conclusions myself.
Re: Efficient BASIC coding for the ZX Spectrum
I found out about all of these optimisations in large part from IvanBasic when I wrote Artillery. He suggested I pursue them and initially I considered them perhaps marginal improvements not really worth reducing the legibility of my listing for (particularly the single letter variable names). Then when I finished the game I decided to scratch the itch and gradually profiled in BasinC and incredibly I pretty much doubled the speed of the game.
It is a bit of a pain having to have a variable lookup spreadsheet while you're coding though. And when you reorder those variables when you need another fast one but you only have 26 letters is a major ball ache.
It is a bit of a pain having to have a variable lookup spreadsheet while you're coding though. And when you reorder those variables when you need another fast one but you only have 26 letters is a major ball ache.