Not bad; we might be able to do slightly better though:
move.l obVelX(a0),d0
move.w d0,d2
asr.l #$08,d0
sf.b d0
add.l d0,obX(a0)
ext.l d2
asl.l #$08,d2
add.l d2,obY(a0)
Assuming the X and Y speeds are together (as they are in the original); this will save you 4 cycles and 2...
Sounds to me like they were designed for that 3D loop (I know, let's just... give the team the benefit of the doubt, it's meant to be a loop...), but never got programmed in. I suspect the remake didn't have them purely on the basis of auto-optimisation? Ya know, removing non-used frames from...
That was fun!
The SEGA screen was an awesome touch in my opinion~
I really like the small details you guys put into GHZ, like the tiny flowers, or the palmtree sprite object which goes infront of the checkerboard backgrounds, they're really nice touches which add to GHZ but without going...
This always has me bothered with prototypes, it's always audio issues which don't seem to make much sense. Lots of SFX mis-matching and you think "how?".
I get development, but the mis-matches and issues always seem waaaaay blown out of proportion, to the point where you get suspicious and...
I like the idea of this thread! Perhaps it might be an idea to extend the idea to optimisation too, for example; if a code which is ran in a loop is too slow, "anyone have an idea of how to speed it up?", that sorta thing.