74 Commits

Author SHA1 Message Date
789cdf6a7a profile the drawing options 2025-06-08 17:36:50 -07:00
372133c15e sqrt is actually faster 2025-06-08 16:55:15 -07:00
b38ebcc603 magnitest: cover image, png file 2025-06-08 16:16:16 -07:00
d9a10a7d07 fastest sqrt version, fix percentage 2025-06-08 16:14:18 -07:00
3ec786f416 fix deceleration 2025-06-08 15:11:36 -07:00
9955df6844 fix scaling alg 2025-06-08 15:11:07 -07:00
9e52e65ad1 fix font color 2025-06-08 15:10:12 -07:00
a9765bee1a fix missed cls 2025-06-08 15:09:27 -07:00
b919eb824d testing vector magnitude calculation 2025-06-08 15:08:58 -07:00
2c37784ad7 try this linefill func and start optimizing it 2025-06-08 14:35:49 -07:00
37d9e3d30e more experiments with drawing these collision boxes. still sucks 2025-06-08 14:10:23 -07:00
1ef5b56c58 wait this version of zot actually looks good 2025-06-01 23:46:59 -07:00
44fb8482a5 a version of zot that does not look awful
performance impact is probably not acceptable though
2025-06-01 23:29:03 -07:00
62f8f27829 a zot prototype that looks awful
I need to draw all the hot parts last
2025-06-01 23:06:44 -07:00
542acc5308 nano-optimizations 2025-06-01 21:03:04 -07:00
4e66c875ad improve legibility 2025-06-01 20:58:21 -07:00
812d32e70c micro-optimizations 2025-06-01 20:58:12 -07:00
d2ec1b39df Show approximation of contact zone 2025-06-01 20:38:56 -07:00
a3ac8074ae line-box collision implemented by Pyrex&Nyeo 2025-06-01 20:29:02 -07:00
85d28ae28b get rid of pships
lots of things rely on exactly one primary ship now, so this was just
overhead and wasted tokens / cspace.
2025-06-01 17:55:46 -07:00
c514c61b3a look at me. *look at me.* I'm the gun_base now 2025-06-01 17:41:07 -07:00
9be828dd5c blast gun is a trig gun
now there are no more base guns
2025-06-01 17:38:45 -07:00
2b51a3472b protron trig gun 2025-06-01 17:36:15 -07:00
95ea70baae vulcan_gun as trig gun
causes x offset to reverse for negative aim; may need to be careful
with how I make aiming guns actually work, but this should work for
deriving player guns from enemy guns (by using negative aim)!
2025-06-01 17:26:29 -07:00
b18b4f885d trig zap gun; fixes
use the trig gun for the zap gun
2025-06-01 17:00:28 -07:00
2fdb8d1a05 trigenometry gun prototype 2025-06-01 16:48:39 -07:00
fc1f84fa28 Delete slip behavior 2025-06-01 16:15:46 -07:00
93b63a5831 Prevent new calls that won't work as expected 2025-06-01 16:11:35 -07:00
297e6e4996 implement clip reload time
two tiers of cooldowns, pretty much
2025-06-01 15:55:11 -07:00
9b3120c47b rewrite mknew to inherit fields before init
I am horrified to admit that C++'s constructor static initialization
list syntax abruptly makes sense to me and I understand the problem
it is trying to solve
2025-06-01 15:53:50 -07:00
abee6d1206 fix skirmisher sparks 2025-05-31 23:44:36 -07:00
3151db5430 fix precedence error 2025-05-31 22:27:03 -07:00
2964159858 fix offset, try but fail to fix variants 2025-05-31 22:19:35 -07:00
95d4b6eb37 what the hell was I thinking when I wrote this 2025-05-31 22:06:48 -07:00
96312e3adf fix offset bugs 2025-05-31 22:05:47 -07:00
bf9a45d87e fix gframe unit 2025-05-31 21:55:21 -07:00
36f7c6572f fix ship spawning 2025-05-31 21:54:02 -07:00
45b70d3aca did you know that 4 is not 1? mindboggling! 2025-05-31 21:43:51 -07:00
35980d801a forgot my increments! 2025-05-31 21:40:17 -07:00
734811bd62 math works better when you return your values 2025-05-31 21:33:06 -07:00
4fddbea82c use the right loader 2025-05-31 21:31:20 -07:00
f675e31967 oops, I accidentally 2025-05-31 21:30:30 -07:00
0bd1463416 replace demo level with infinite copies of flotilla 0 2025-05-31 21:29:54 -07:00
267f8a3667 actually add ships we keep 2025-05-31 21:02:26 -07:00
fa206c37c5 "redistribute"-type flotilla: update 2025-05-31 21:00:27 -07:00
928e7f7418 prototype flotilla loader 2025-05-31 20:39:07 -07:00
2439fda068 ship prototype tweaks 2025-05-31 20:38:59 -07:00
d13290f438 placeholder flotilla ships 2025-05-31 19:03:38 -07:00
e3a2810f0a Prototype a flotilla template. 2025-05-25 21:03:51 -07:00
3764063b20 abandon "offset" sprites, use "row tier" sprites 2025-05-25 20:49:27 -07:00
90f6df2922 flotilla notes and sprites 2025-05-25 19:11:44 -07:00
b7c3e6ee92 adjust menu renderer 2025-05-03 17:26:48 -07:00
c91e5f4bd1 shorten RATE message
not enough room to describe "fractions add up" -- maybe I can just fit
in the "remainder" to hint that it will be considered in future
upgrades?
2025-05-03 17:19:33 -07:00
ea2ddadb15 oops, method call syntax is special 2025-05-03 17:12:20 -07:00
9333c03bf3 add main gun rate upgrade to ship pool 2025-05-03 17:11:47 -07:00
1b45bd3dc3 fix rate formatting 2025-05-03 17:11:35 -07:00
71a7351d77 oops, miscalculated box width 2025-05-03 17:04:29 -07:00
80bb848468 options work better when I return them 2025-05-03 16:51:59 -07:00
b227844d12 Restyle ship stat upgrades. 2025-05-03 16:48:18 -07:00
ce14d03669 offer gun upgrades 2025-05-03 16:38:39 -07:00
ccd2c64103 update gun pick description style 2025-05-03 16:38:26 -07:00
e5b8a30cb6 cooldown reduction prototype
I decided to keep cooldown in the same unit as the frame counter,
because the extra math when calculating an upgrade is going to happen
much less frequently than actual cooldown checks and calculations, so
leaving the upgrade logic as the less efficient path seems like the
more appropriate choice.
2025-05-03 16:28:54 -07:00
7ed305d2d9 Ammo quantity upgrade prototype
Not yet tested. Will crash until I also get rate_upgrade_opt up.
2025-05-03 16:06:16 -07:00
288b7f64c8 tinker with blip colors, go back to level+1
with the current testing level, level + 1 is necessary to comfortably
get a weapon before the Wall O' Block shows up
2025-01-26 22:32:17 -08:00
aea2a8c481 red blip when shield exhausted 2025-01-26 22:27:14 -08:00
9b24f10c23 inline ow, simplify blip, no shield piercing
* any amount of shielding prevents all HP damage
* when shields are sent to 0, orange blip
* all blips are 3 frames

considering a "shimmy" animation for start of shield recovery. maybe later
2025-01-26 22:25:06 -08:00
511c18f90e remove offset when choosing category of upgrade 2025-01-26 22:15:03 -08:00
142810ee2d scatter xp drops more 2025-01-26 22:11:02 -08:00
50beae1852 don't attract xp when dead 2025-01-26 22:08:16 -08:00
9c95fc1784 suck! suck! suck! suck! suck! suck! suck! suck! 2025-01-26 21:00:39 -08:00
cb2d24c9d0 thrust performance is now also an option 2025-01-26 20:38:31 -08:00
67603f8496 start of normal ship upgrades
todo: thrust upgrade
2025-01-26 20:21:06 -08:00
2cebea663f make stat modifications actually work 2025-01-26 13:14:59 -08:00
eed7b6af87 unique bullet base instances
peel off new copies of ammo when using a new gun so we can upgrade it without screwing up the base stats
2025-01-26 13:07:43 -08:00
6 changed files with 2233 additions and 494 deletions

229
collisiontest.p8 Normal file
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pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
bx0=0
by0=0
bx1=127
by1=127
lx0=0
ly0=0
lx1=127
ly1=127
-->8
function collides()
local tmin,tmax=0,1
local ldx,ldy=lx1-lx0,ly1-ly0
-- x
if ldx==0 then
if (lx0<bx0 or lx0>bx1) return
else
local tx0=(bx0-lx0)/ldx
local tx1=(bx1-lx0)/ldx
if (tx0 > tx1) tx0,tx1=tx1,tx0
if (tmin < tx0) tmin=tx0
if (tmax > tx1) tmax=tx1
end
if ldy==0 then
if (ly0<by0 or ly0>by1) return
else
local ty0=(by0-ly0)/ldy
local ty1=(by1-ly0)/ldy
if (ty0 > ty1) ty0,ty1=ty1,ty0
if (tmin < ty0) tmin=ty0
if (tmax > ty1) tmax=ty1
end
if (tmax < tmin) return
return tmin,tmax
end
-->8
function _init()
poke(0x5f2d,1) -- enable mouse
end
function _bounce_screen(x)
return _bounce(x*128,128)
end
function _bounce(x,mx)
x=x%(mx * 2)
if (x>=mx)return mx-(x-mx)
return x
end
function _to_halfopen(x0,x1)
-- turn two numbers into a
-- half-open integer range
x0=flr(x0)
x1=flr(x1)
local lo=min(x0,x1)
local hi=max(x0,x1)
if (hi==lo) return lo,hi
return lo,hi-1
end
function _update60()
local t=time()/16
local bx0_=_bounce_screen(t*1)
local by0_=_bounce_screen(t*2)
local bx1_=_bounce_screen(t*3)
local by1_=_bounce_screen(t*4)
bx0,bx1=_to_halfopen(bx0_,bx1_)
by0,by1=_to_halfopen(by0_,by1_)
update_line()
--[[
local lx0_=_bounce_screen(t*1.5)
local ly0_=_bounce_screen(t*2.5)
local lx1_=_bounce_screen(t*3.5)
local ly1_=_bounce_screen(t*4.5)
lx0,lx1=lx0_,lx1_
ly0,ly1=ly0_,ly1_
]]--
end
was_down=false
last_mx,last_my=nil,nil
function update_line()
local mx,my=stat(32),stat(33)
local is_down=stat(34)!=0
if is_down then
if was_down then
lx1,ly1=mx,my
else
lx0,ly0=mx,my
end
end
was_down=is_down
last_mx,last_my=mx,my
end
-->8
function _draw()
cls(0)
rect(bx0,by0,bx1,by1,6)
--quickzot(lx1,ly1,2,lx1-lx0,ly1-ly0,10,9,8)
linefill(lx0, ly0, lx1, ly1, 2, 9)
line(lx0,ly0,lx1,ly1,2)
local cmin, cmax = collides()
if cmin then
local dx,dy=lx1-lx0,ly1-ly0
line(lx0 + dx*cmin,
ly0 + dy*cmin,
lx0 + dx*cmax,
ly0 + dy*cmax,
11)
pset(lx0 + dx*cmin,
ly0 + dy*cmin,
12)
end
pset(last_mx,last_my,7)
end
-->8
function zot_one(x, y, r, ir, dx, dy, hot, warm)
local x0, y0 = x-dx, y-dy
local rx,ry,irx,iry=r*sgn(dx),r*sgn(dy),ir*sgn(dx),ir*sgn(dy)
if warm then
line(x0+irx,y0-ry,x+rx,y-iry,warm)
line(x0-rx,y0+iry,x-irx,y+ry,warm)
--line(x0-rx,y0-ry,x+rx,y+ry,warm)
end
line(x0,y0,x+rx,y-iry,hot)
line(x0,y0,x-irx,y+ry,hot)
--line(x0,y0,x+rx,y+ry,hot)
end
function zot(x,y,r,dx,dy,hot,warm,cold)
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
local rx,ry=r*sdx,r*sdy
if cold then
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
local sdxh,sdyh=sdx/2,sdy/2
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
end
for i=-r,r do
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
end
for i=-r,r do
line(x0,y0,x+rx,y-i*sdy,hot)
line(x0,y0,x-i*sdx,y+ry,hot)
end
end
function quickzot(x,y,r,dx,dy,hot,warm,cold)
local x0, y0, r2 = x-dx, y-dy, r/2
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
local a = atan2(dx,dy)-0.25
local tdx,tdy=cos(a), sin(a)
for i=-r*0.65,r*0.65,0.65 do
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
end
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
end
-- linefill x0 y0 x1 y1 r [col]
-- draw a thicc line
-- https://www.lexaloffle.com/bbs/?tid=39016
function linefill(ax,ay,bx,by,r,c)
if(c) color(c)
local dx,dy=bx-ax,by-ay
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
local d,n = abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
-- polygon points
local s={
{0,-r},{d,-r},{d,r},{0,r}
}
local u,v,spans=s[4][1],s[4][2],{}
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
for i=1,4 do
local u,v=unpack(s[i])
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
local _x1,_y1=x1,y1
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
local dx=(x1-x0)/(y1-y0)
if(y0<0) x0-=y0*dx y0=-1
local cy0=y0\1+1
-- sub-pix shift
x0+=(cy0-y0)*dx
for y=y0\1+1,min(y1\1,127) do
-- open span?
local span=spans[y]
if span then
rectfill(x0,y,span,y)
else
spans[y]=x0
end
x0+=dx
end
x0,y0=_x1,_y1
end
end
__gfx__
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00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

245
magnitest.p8 Normal file
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pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
--magnitest.p8
--accuracy and perf tests for
--vector calculation logic
-- profiler says 67 cycles
-- 39 lua, 28 system
function bbs28999alg(dx, dy)
local d = max(abs(dx),abs(dy))
local n = min(abs(dx),abs(dy)) / d
return sqrt(n*n + 1) * d
end
-- profiler says 56 cycles
-- 24 lua, 32 system
function bbs28999algopt(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return (n*n + 1)^0.5 * d
end
-- profiler says 54 cycles
-- 26 lua, 28 system
function bbs28999algopt2(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return sqrt(n*n + 1) * d
end
-- profiler says 18 cycles
-- 18 lua, 0 system
function trigalg(dx, dy)
local s = sin(atan2(dx,dy))
if (s==0) return abs(dx)
return abs(dy/s)
end
-->8
function _init()
gdx,gdy=0,0
acc=1
magnitude = 1
tresult=0
bresult=0
delta=0
dp=0
end
function _update60()
if (btn(0)) gdx -= acc
if (btn(1)) gdx += acc
if (btn(2)) gdy -= acc
if (btn(3)) gdy += acc
if (btn(4) and btn(5)) gdx,gdy=0,0
gdx=mid(-16000,16000,gdx)
gdy=mid(-16000,16000,gdy)
if btn() == 0 or btn(4) then
acc = 1
elseif btn(5) then
acc *= 1.05
else
acc *= 1.02
end
if (acc > 1024) acc=1024
local a,b=abs(gdx),abs(gdy)
if (b>a) a,b=b,a
magnitude = 1
while magnitude < a/64 do
magnitude *= 2
end
bresult=bbs28999algopt2(gdx,gdy)
tresult=trigalg(gdx,gdy)
delta=tresult-bresult
dp=(2*abs(delta)/abs(abs(bresult)+abs(tresult)))*100
if (delta == 0) dp=0
end
cols = {
6,7,
[4]=10,
[8]=9,
[16]=4,
[32]=14,
[64]=15,
[128]=11,
[256]=12,
[512]=13,
[1024]=8,
}
function _draw()
cls()
camera()
print("x: "..tostr(gdx).." y: "..tostr(gdy).."\nbase: "..tostr(bresult).."\ntrig: "..tostr(tresult).."\n\ndiff: "..tostr(delta).."\n %:"..tostr(dp),0,0,13)
print("⬆️⬇️⬅️➡️:move ❎:fast 🅾️:slow\n❎+🅾️:reset position",0,117,12)
camera(-63,-63)
line(0,0,gdx/magnitude,gdy/magnitude,cols[magnitude] or 2)
rectfill(0,0,gdx/magnitude,0,5)
rectfill(0,0,0,gdy/magnitude,5)
end
__gfx__
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pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
cls()
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
--edit me:
prof(function(dx,dy)
local d = max(abs(dx),abs(dy))
local n = min(abs(dx),abs(dy)) / d
return sqrt(n*n + 1) * d
end,function(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return (n*n + 1)^0.5 * d
end,function(dx,dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return sqrt(n*n + 1) * d
end,function(dx,dy)
local s = sin(atan2(dx,dy))
if (s==0) return abs(dx)
return abs(dy/s)
end,{ locals={3,4} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
__label__
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__sfx__
030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505

File diff suppressed because it is too large Load Diff

598
zotprofiling.p8 Normal file
View File

@ -0,0 +1,598 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
cls()
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
while btn() == 0 do
flip()
end
color(6)
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
--edit me:
function linefill(ax,ay,dx,dy,r,c)
if(c) color(c)
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
local d,n = abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
-- polygon points
local s={
{0,-r},{d,-r},{d,r},{0,r}
}
local u,v,spans=s[4][1],s[4][2],{}
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
for i=1,4 do
local u,v=unpack(s[i])
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
local _x1,_y1=x1,y1
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
local dx=(x1-x0)/(y1-y0)
if(y0<0) x0-=y0*dx y0=-1
local cy0=y0\1+1
-- sub-pix shift
x0+=(cy0-y0)*dx
for y=y0\1+1,min(y1\1,127) do
-- open span?
local span=spans[y]
if span then
rectfill(x0,y,span,y)
else
spans[y]=x0
end
x0+=dx
end
x0,y0=_x1,_y1
end
end
function quickzot(x,y,r,dx,dy,hot,warm,cold)
local x0, y0, r2 = x-dx, y-dy, r/2
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
local a = atan2(dx,dy)-0.25
local tdx,tdy=cos(a), sin(a)
for i=-r*0.65,r*0.65,0.65 do
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
end
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
end
function zot(x,y,r,dx,dy,hot,warm,cold)
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
local rx,ry=r*sdx,r*sdy
if cold then
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
local sdxh,sdyh=sdx/2,sdy/2
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
end
for i=-r,r do
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
end
for i=-r,r do
line(x0,y0,x+rx,y-i*sdy,hot)
line(x0,y0,x-i*sdx,y+ry,hot)
end
end
function respr(x,y,dx,dy,r,s)
if (r==0) r=0.5
local n=ceil(max(abs(dx),abs(dy))/r/2)
local d1x,d1y=dx/n,dy/n
r/=4
for i=1,n do
spr(s,x,y,r,r)
x+=d1x
y+=d1y
end
pal()
spr(s,x,y,r,r)
end
darkpal = {
[7]=4,
[9]=2,
[10]=4,
[8]=2
}
prof(function(dx, dy, r)
linefill(32,32,dx,dy,r,10)
end,function(dx, dy, r)
quickzot(96,32,r,dx,dy,10,9,8)
end,function(dx,dy,r)
zot(32,96,r,dx,dy,10,9,8)
end,function(dx,dy,r)
pal(darkpal)
respr(96,96,dx,dy,r,r)
end,{ locals={4,-9,2} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
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