Lamer Deluxe tm, on Sat Nov 5, 2005 6:12 AM, said:
Very nice, keep on going, this could become a really cool game.
You are using a lot of memory with the large buffer, but with this you are saving on screen redraw, which leaves you extra system power to do neat effects with.
You could speed up getpixel and setpixel by using a multiplication table (y*80) instead of the <<6 and <<4 you're using now.
calc_ship_verts could be sped up by not using generic sin and cos tables but premultiplying them to give the right distance from the center of the ship.
I see you are already using mean(?) (point1+point2)/2 values to create extra interpolation points with little calculation cost. You could also interpolate from the bottom two points to the center of the ship, for a nice spaceship shape.
Programming the Lynx in C looks nice BTW, I've been using ASM, which is fast but cumbersome.
Your game is inspiring to look at.

Thanks for your input man.
I'm not concentrating on optimising right now (rather get some good gameplay first), but if you would like to write a fast ship-drawing routine in asm, please do, and I will integrate it into the source code.
I can only work out the correct "scaling" of the sin/cos tables once I've figured out whether I need to use 8:8 fixed point or 10:6 or whatever. Also I'm going to cut the sin/cos tables from 256 values to 64 values.
- jum