Let me analyze this Z80 assembly code and look for potential optimizations. The code appears to be drawing lives in a game, likely handling the UI display for remaining lives. Let's look at potential optimizations: 1. Stack Management: - In the edited version, the final `ld hl, 14` followed by `add hl, sp` and `ld sp, hl` could be replaced with a single `add sp, 14` instruction if available in your Z80 variant - This would save both code size and cycles 2. Parameter Loading: - For the first function call to `_gfx_SetTextXY`, you could potentially optimize: ```assembly ld hl, 29 push hl ld l, 164 push hl ``` to: ```assembly ld hl, 164 push hl ld l, 29 push hl ``` This saves an instruction since you're reusing the h register 3. Constant Loading: - For the `_gfx_BlitLines` call parameters, you could potentially combine some of the loads: ```assembly ld hl, 8 push hl ld de, -92 push de ld l, 1 push hl ``` Could potentially be optimized if these values are used frequently by keeping them in registers or memory 4. Register Usage: - The code uses `hl` extensively - there might be opportunities to reduce register reloading by keeping common values in other registers - The `sbc hl, hl` followed by `ld l, a` could potentially be optimized depending on how the value is used 5. Alternative Approach: If this code is called frequently, you might consider: - Pre-calculating common positions and storing them in memory - Using self-modifying code for the constant values (though this would make the code non-reentrant) - Combining multiple graphics operations if they're always called together Would you like me to elaborate on any of these potential optimizations? Also, it would be helpful to know: 1. Which specific Z80 variant this is running on (since some instructions might be available/unavailable) 2. Whether code size or execution speed is the primary concern 3. Whether this code needs to be reentrant