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Reminds me of the concept of 'compiled bitmaps' - where instead of having a function that reads an arbitrary image and writes it to screen buffer (as the one in this article), you'd have a function that writes a single specific hardcoded image to screen buffer, which could be done in less cycles than if you'd need to read the data from somewhere.

The machine code for such functions can be generated from any image in a straightforward way with all kinds of useful optimizations - i.e. simply skipping transparent pixels without doing anything instead of checking transparency every single time, but require some space tradeoff, as the code was noticeably larger than the source image.




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