Sprite color table SCREEN5

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Van MsxKun

Paladin (956)

afbeelding van MsxKun

11-06-2020, 17:45

Metalion wrote:

EDIT : I just tested it on OpenMSX and it DOES work! It only shows a problem on the sprite patterns.

Not surprised.
Anyway, now the most important. Did you test on a real MSX to see what happens?

Van Manuel

Ascended (17460)

afbeelding van Manuel

11-06-2020, 19:07

Metalion, you do know that there is a debugger for openMSX as well?

Van Metalion

Paragon (1305)

afbeelding van Metalion

11-06-2020, 20:13

Manuel wrote:

Metalion, you do know that there is a debugger for openMSX as well?

Yes I know. The v9990 version of Outrun runs only on OpenMSX so I had to switch a few months back.
But I continued to use BlueMSX, just as an habit, for the v9938 version.

Van Manuel

Ascended (17460)

afbeelding van Manuel

12-06-2020, 00:09

OK, just checking.

Van Metalion

Paragon (1305)

afbeelding van Metalion

15-06-2020, 10:34

For me to be able to close the subject once and for all, can someone kindly give me :

. a valid address for the sprite attribute table below $8000
. the correct value of R#5 register which corresponds to that address

that you know works in one of your program, or project.

Thank you very much

Van hit9918

Prophet (2899)

afbeelding van hit9918

15-06-2020, 18:43

10 screen 5,2
20 sprite$(0)="skjdhjkshsjkhsdjkshjkhdjksdhdjsdhsdjkdhsjsdkhjsdjsdkhj"
30 put sprite 0,(100,100),13,0
31 set page 0,0
40 vpoke 29*1024,1 : rem colorbyte
50 vpoke 29*1024+512,0 : rem y coordinate
60 n = vdp(5)
100 a$=input$(1)
110 screen 0 : ?bin$(n)

it hits the sprites at 29k and prints "11101111"

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