Scrolly stuff is a bit hard in eight-bit BASIC, so of course it had to be tried.
Horizontal scrolling is an interesting case as the environment usually does not have special commands or ROM calls for that. Also, starfields are kind of easy/fake scrolling as there's no real bitmap or background to move.
Commodore 64
In the first version, I was silly enough to use dimensioned arrays and a FOR-NEXT loop for drawing the eight stars. POKE seemed slow in this context and I abandoned it for a while. The C64 BASIC does not have a LOCATE or PRINT AT command, so the horizontal/vertical coordinates had to be handled with the TAB function and/or character control codes. This means that for the speed of the program it is not trivial where the stars are vertically. I settled for 8 stars with one row between, filling about 2/3 of the screen.
I did know from experience that it is not necessary to test each star x coordinate every time the coordinate is reduced. After the eight stars are moved, only one of the star coordinates is checked. With stars it is acceptable if they disappear at a bit randomly near the left side of the screen.
For the second version, I unrolled the code and did away with the DIM at the same time. So each star has their own separate variable. Because of the single-star coordinate testing, the star printing is unrolled eight times, and after each printing only one horizontal coordinate is compared.
40 print chr$(19);tab(xx);"* ";chr$(17):xx=xx-1
41 print tab(xa);"* ";chr$(17):xa=xa-1
42 print tab(xb);"* ";chr$(17):xb=xb-1
43 print tab(xc);"* ";chr$(17):xc=xc-1
44 print tab(xd);"* ";chr$(17):xd=xd-1
45 print tab(xe);"* ";chr$(17):xe=xe-1
46 print tab(xf);"* ";chr$(17):xf=xf-1
47 print tab(xg);"* ";:xg=xg-1
65 if xx<9 then poke 1025+xx,32:xx=35
(repeated eight times, with the last line comparing a different variable)
I also tried to combine the character formatting codes and printed stars into one long line, but this was a bit slower.
By using POKE instead of PRINT "* "; statements, although previously unsuccessful, I could now get an extra bit of speed. The third starfield is faster, but it also flickers a bit. Possibly not so visibly on a tube TV.
20 poke ba,32:ba=ba-1:poke ba,42
21 poke bb,32:bb=bb-1:poke bb,42
22 poke bc,32:bc=bc-1:poke bc,42
23 poke bd,32:bd=bd-1:poke bd,42
24 poke be,32:be=be-1:poke be,42
25 poke bf,32:bf=bf-1:poke bf,42
26 poke bg,32:bg=bg-1:poke bg,42
27 poke bh,32:bh=bh-1:poke bh,42
29 if ba<1032 then poke ba,32:ba=1063
(repeated eight times, with the last line comparing a different variable)
One advantage is that the POKEd stars can be more freely located around the screen, but also their color is not specified and in principle the color memory could be pre-filled with interesting colors.
The alternative would be using a char display that is pre-filled with * and the POKEs would address the color memory.
A larger number of stars, or even a kind of parallax is also possible, but I want to keep the program version speeds easily comparable.
I used petcat (one of VICE package tools) to convert text files into a basic PRG.
All three starfield program versions are downloadable from here:
http://csdb.dk/release/?id=148877
ZX Spectrum
I could transfer the above insights into a finished result almost straightaway. The screen memory is filled with ****oooo---- type pattern and the attribute space is filled with black-on-black.
Then the POKEs adjust the attribute memory just as the Commodore 64 version used the character screen memory. This way it's possible to have some advantages of a character display on the Spectrum bitmap screen, as shown in many machine code demos and games.
I also tried a PRINT AT -based version that does not use POKEs. It might be just a tiny bit faster than the POKE-ing, but not enough to justify it.
Perhaps surprisingly, despite all the talk about Commodore Basic being slow, the ZX Spectrum version is not really faster. It's a bit difficult to compare through eye-ball judgment, but given that the Speccy screen is 32 characters wide and C64 is 40, one might even say the C64 BASIC is more effective here. Obviously this character-based starfield is not an indicative comparison of the two Basics overall, for example bitmap graphics is practically impossible on C64 Basic.
I used zmakebas to convert text files into a TAP.
Download the zip with the TAP and the text file from here.
MSX
I made a short attempt at replicating the approach with MSX basic, where I had to use a LOCATE/PRINT based approach as there's no real way to POKE directly to the screen.
I could not easily find an equivalent of petcat/zmakebas so I simply wrote the listing in an emulator. However I crashed my openmsx trying to save the machine state so the motivation for the project sort of dwindled. But what little I got did seem a little faster than the Spectrum and C64 versions. I could not really go into potential SCREEN 0/SCREEN 1 differences, though.
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