Help : 4 sprites "real" + 4x(16x16 ) on screen 1 (or screen 2) on MSX1

Par DanySoft

Champion (452)

Portrait de DanySoft

28-05-2011, 15:19

Hello,
This four sprites, is the screen, but five is hint, else insert 16x16 vram emulation sprite :

16x16 is part on vram and move normal (no 8x8 scroll) but on assembler, make
all function and I/O on port 0x98, but not possibile Evil

Where is too slow this test on 4 x 16x16 on screen 256x212!)

This screen 256x212 on 1 color is possibile to make this 16x16 (not sprite) and animation
e position ed not have limit nè hint this image!!

On Assembler is the solution to make example :
+ 4 sprites insert
+ 4 16x16 insert (vram)

+ screen 32x24 (screen 2)
+ 50 o 60Hz is possibile

on msx1 is possibile on msx2!

Ok.

P.S.: This is important information to get the soluction to set My All Game. Ad Speed
is possibil.

The games are use 16x16 (vram) :
- double dragon
- Jack the nipper
- Operation Wolf (wow this games!!)
- flintstones (big this not-sprite )
- terramex (wow this animation !!!!) This is not sprite!)
Okey?

Tongue

!login ou Inscrivez-vous pour poster

Par boblet

Master (187)

Portrait de boblet

28-05-2011, 16:12

In a word. Yes.
Running Naked in a Field of Flowers

Par hit9918

Prophet (2927)

Portrait de hit9918

28-05-2011, 16:46

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.

Par DanySoft

Champion (452)

Portrait de DanySoft

28-05-2011, 17:01

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 ! Tongue

Par hit9918

Prophet (2927)

Portrait de hit9918

28-05-2011, 18:45


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" Tongue

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.

Par DanySoft

Champion (452)

Portrait de DanySoft

28-05-2011, 21:43

[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.Big smile

Par PingPong

Prophet (4093)

Portrait de PingPong

29-05-2011, 08:45

DanySoft are you using an automated tool from english translation?

Par MäSäXi

Paragon (1884)

Portrait de MäSäXi

29-05-2011, 09:45

Danysoft:

http://www.msx.org/msxforum.html

There you can find several non-english MSX forums: :)

Debates en Español

Discussões em Português

Discussies in het Nederlands

日本語での協議

Обсуждение на русском языке

Discussions en Français

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. :)

Par hit9918

Prophet (2927)

Portrait de hit9918

29-05-2011, 18:12


[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 Big smile

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 Smile2 His profile says Italy.

Par NYYRIKKI

Enlighted (6016)

Portrait de NYYRIKKI

29-05-2011, 18:19


[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.

Par DanySoft

Champion (452)

Portrait de DanySoft

29-05-2011, 22:21

Sorry to write english, but are Italian.
Use Google translation is necessary.
Talk You!