
Ideas for speed optimization - very cruical for 92+ and v200 version:


-Frame skipping: Calculate, but not draw some frames

-Static background: Draw to backbuffer once, use fastcopy on update

-Draw enemies and other objects in their Handle_*s() func
	Gives small speed increase: Traverse array once instead of twice

-Look at tilemap rendering: Is it possible to do the same work in fewer steps?

-Increase FG animation length

-Increase BG scrollrate
	Make 2^x only: LSR

-GrayDbufToggleSync(): Is there a waiting loop inside this function/macro??









Hard to achieve:

-Mod extgraph funcs to load dest pointers internally (minor increase)

-Mod tilemap engine to not draw in the area used by statusbar
	Gives a speed increase
	Also makes it unnesseccessarry to copy statusbar to screen each frame

-Learn 68K asm: Inline ASM in speed critical parts of the game











