Short Cuts, Hint & Tips Etc

From Atari Wiki
Revision as of 16:46, 2 October 2006 by Zorro 2 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Short Cuts, Hint & Tips Etc.
============================

Quick intructions
-----------------
There are various 'quick' instructions in 68000 that can be used to
speed up your code. These 'quick' instructions are a special form of
immediate addressing. A 'quick' instruction is usually limited to
operating on a number in the range 0 to 7, an exception being MOVEQ,
which can operate on a number in the range -128 to 127. These 'quick'
instructions are detailed below:

        ADDQ.B #1,D0    is quicker than    ADD.B #1,D0
        MOVEQ.W #78,D0  is quicker than    MOVE.W #78,D0
        SUBQ.L #2,D0    is quicker than    SUB.L #2,D0

Note: a MOVEQ.W always clears the top 16 bits and MOVEQ.B always
      clears the top 24 bits.
        
Short cuts
----------
Some types of intruction(s) can be substituted by different, but quicker
instruction(s) that achieve the same result. Some other techniques can be
used to speed up execution time. Details follow:

        Using LEA  ??(SP),SP is quicker than ADD.L  #??,SP unless ?? is
        less than 9, in which case ADDQ or SUBQ should be used.
        
        Using B??.S <label> instead of B?? <label> (where ?? is a
        condition code such as RA, CC, CS, EQ, NE, SR etc) is a quicker
        way of performing a relative jump. Note that using this faster
        method only allows you to jump +127/-128 bytes forward/backward.
        
        Using AND, OR & EOR instead of BLCR, BSET & BCHG is a quick way
        of resetting, setting or inverting individual bits.
        
                e.g. AND.W  #254,D0 is quicker than  BCLR  #0,D0
                     OR.W   #1,D0   is quicker than  BSET  #0,D0
                     EOR.W  #1,D0   is quicker than  BCHG  #0,D0
                     
        Using TST.W ?? is equivalent to CMP.W #0,??. The TST.W is
        quicker than the CMP.W!!
        
        Using MOVEQ.W #0,D? is quicker than using CLR.W D?.
        
        Using shift instructions e.g. LSR, LSL, ASR, ASL to multiply
        or divide by powers of 2 is quicker than using the equivalent
        multiply or divide instruction.
        
                e.g. LSL.W  #1,D0 is quicker than MULU.W  #2,D0
                     LSR.W  #1,D0 os quicker than DIVU.W  #2,D0
                     
        When moving more than one register use the MOVEM instruction.
        
                e.g. MOVEM.L  D0/D4/A4-A5,-(SP)
                          is quicker than
                     MOVE.L   D0,-(SP)
                     MOVE.L   D4,-(SP)
                     MOVE.L   A4,-(SP)
                     MOVE.L   A5,-(SP)
                     
        Use short word addressing where possible.
        
                e.g.  MOVE.B  $FFFF8240.W,D0
                          is quicker than
                      MOVE.B  $FFFF8240,D0
        
        Use the 'address register indirect with index' addressing mode
        where possible.
        
                e.g.  MOVE.W  20(A0,D0.L),D1
                        is quicker than
                      LEA     20(A0),A0
                      ADD.L   D0,A0
                      MOVE.L  (A0),D1
                             or
                      LEA     20(A0,D0.L),A0
                      MOVE.L  (A0),D1

Back to ASM_Tutorial