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SPC-Side Optimization Collection 2 #412
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Commits on Oct 31, 2023
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Consolidate some noise-related operations
Six bytes are saved. One is saved by consolidating setting !MusicNoiseChannels and $0389 into a Noiz subroutine, but only with !noSFX set to !false. The other five are saved by recycling VCMD $F8's code. !noSFX gets a different saving: namely, by getting rid of a redundant set of !MusicNoiseChannels, because VCMD $F8's code does the job instead, and it's never skipped since the SFX check naturally does not exist.
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Recycle a call for writing to KOFF DSP register in .silent
By taking advantage of the accumulator and recycling a call to KeyOffVoices (though we skip clearing !PlayingVoices), we save two bytes. This one (and a missed optimization) was also ported to the old unpause silent SFX ASM that was kept for historical reasons and also to act as an example.
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Check for a music tempo tick by sending Y to A
This does the same thing as checking for a zero in Y. The accumulator is overwritten, but we're not really using it afterwards, so we save a byte.
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Send Y to A prior to SFX priority check
Y is already zero in the first place, so we save a byte by doing this.
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Use a word write for writing the pointer to $14 prior to clearing the…
… echo RAM This saves four bytes.
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Move .manualVTable to recycle a volume change flag set from VCMD $E0
This saves two bytes.
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Set the X register and $46 to the 1DFA channel ID for hardcoded SFX
Set these prior to performing the ID comparisons for ProcessAPU1SFX. Saves ten bytes in the process, but they're only saved for the hardcoded 1DFA SFX.
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Clear out $48 prior to performing comparisons in ProcessAPU1SFX
Another three bytes saved by doing this, but again, only for hardcoded 1DFA SFX.
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Commits on Jun 5, 2024
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Commits on Jun 10, 2024
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Check for a SFX tempo tick by sending Y to A
This does the same thing as checking for a zero in Y. The accumulator is overwritten, but we're not really using it afterwards, so we save a byte.
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For hardcoded jump $1DFA SFX, jump to HandleSFXVoice_handlePitchSlide
Calling L_09CD then jumping to pitch is already handled by the main SFX code, and jumping there saves three bytes for the hardcoded SFX.
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