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I remember how I realized this fact 5 years ago when tried to optimize billboard task for better lines and it changed my life.
PS: there is a lot more cool tricks that can change your game experince not described here. Just be creative ;)
example:
@ jmp start
loop: slp 1
start: teq p0 100
....etc
starting at 3 jumps (explicit or implicit), you save instructions.
That's a breakpoint in the code; yes, you can set breakpoints in the code as well (not just on the oscillator graph timeline thingy (dunno how it's called)).
It's TRUE, if the values are different, and FALSE, if they're equal. The effect it has on the following ± lines depends on if the left or right operand was greater. In other words:
Left OP is larger => + lines are executed
Right OP is larger => - lines are executed
Otherwise (meaning: equal) both are ignored.
1. you may use bigger numbers (2 or 3 digits) and only the number of ones will be used, (it means for 'dst 1 456' the result will have middle digit set to 6) (but look at point 2.)
2. the sign of the resulting number is set to the sign of the number passed as second parameter
3. you may pass both arguments from inputs, but not from the same input, does not matter if they are xbus or simple (ie. you may write 'dst x0 x1' but not 'dst x0 x0')
4. if you use any number besides 0,1,2 as the first parameter - it will get ignored without error
for dgt : the operation preserves the sign
for instance you can write:
L1: - add 1
L2: tcp acc p0
L3: mov x1 acc
L4: -jmp L1
L5: slp 1
L6: +sub 1
the hidden comparison register will not change until the next time any conditional instruction executes