Help : 4 sprites "real" + 4x(16x16 ) on screen 1 (or screen 2) on MSX1
In a word. Yes.
By Google
Hello,
This four sprites, is the screen, but five is hint, else insert 16x16 vram emulation sprite :
Did you try hardware sprite flicker. Copy sprite attribute table rotated.
- double dragon
using charset, write 1 byte in nametable = move 8x8 pixel
- terramex (wow this animation !!!!) This is not sprite!)
ZX Spectrum method. limited background graphics, all background color = black.
No. This new 4 x 16x16 is not sprite, but vram and move anim / posit is simily a real sprite.
But my Assembler is not easy to make this 'ghost' on vram part for five sprites.
Can't make this example where not successy (too slow and error) : (
See anthor example
Green Beret (Msx1 Konami) and see 4 sprites is found, but 5* is hint and black image is not
hint!
else this is great solution for msx1 for my games !!
I'm use Wbass2 and SJASM mode assembler ! 
Can't make this example where not successy (too slow and error) : (
See anthor example
Green Beret (Msx1 Konami) and see 4 sprites is found, but 5* is hint and black image is not
hint!
"hint sprite", you mean "hidden sprite" 
speed: do not use "vpoke" style, read multiple bytes vram->ram port 0x98.
you can maybe use BIOS for port 0x99 address setup.
;HL = RAM address, B = loop counter read: ini ;c=0x98 jp nz,read
then do sofware sprites with AND / OR instructions in ram.
then ram->vram
;HL = RAM address, B = loop counter write: outi ;c=0x98 jp nz,write
green beret software sprites: turning some bits = 0 to black background color (the entire screen needs black background color), doing an AND operation. for speed, store those AND MASK images 8 times in memory, 8 x-positions.
[B]"Did you try hardware sprite flicker. Copy sprite attribute table rotated." [\B]
Copy attribute tables sprites ? I'm Done this for all five sprite but
one (five) is hint again : (
Insert you with assembleer to this text for example
view all sprites updtate five sprite !!!
But this is not insert on BASIC (use DEF USR o CMD o CALL ) and
user this "formul" to make the games.
Ok.
DanySoft are you using an automated tool from english translation?
Danysoft:
http://www.msx.org/msxforum.html
There you can find several non-english MSX forums: :)
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Hopefully some of these sub-forums suits for you and you can surely get someone there to translate your words into proper english, so more people can 100% understand your words and help you better. :)
[B]"Did you try hardware sprite flicker. Copy sprite attribute table rotated." [\B]
Copy attribute tables sprites ? I'm Done this for all five sprite but
one (five) is hint again : (
Sounds good, now rotate once again, then yet another sprite is hidden 
rotate rotate rotate flicker. sprite table in RAM, no rotation in RAM, ringbuffer copy -> vram.
DanySoft are you using an automated tool from english translation?
It looks worse than translator software
His profile says Italy.
[B]"Did you try hardware sprite flicker. Copy sprite attribute table rotated." [\B]
Copy attribute tables sprites ? I'm Done this for all five sprite but
one (five) is hint again : (
Maybe this stupid example will open up the idea behind:
10 DEFINT A-Z 20 DIM X(7),Y(7),C(7),S(7) 30 SCREEN 2 40 SPRITE$(0)=STRING$(8,255) 50 ON INTERVAL=30 GOSUB 120:INTERVAL ON 60 FOR I=0 TO 7:X(I)=I*32:Y(I)=I+50:C(I)=I+2:NEXT 70 FOR I=0 TO 7 80 PUT SPRITE (K+I)AND7,(X(I),Y(I)),C(I),S(I) 90 NEXT I 100 K$=INKEY$:IF K$="" THEN 100 110 END 120 IF NOTVDP(8)AND64 THEN RETURN 130 K=KXOR4:RETURN 70
Do this correctly on assembler and the speed will be so fast that you almost can't see the sprites change.
Sorry to write english, but are Italian.
Use Google translation is necessary.
Talk You!

By DanySoft
Expert (125)
28-05-2011, 15:19