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Minimal MSX system

by Anvil on 07-06-2006, 12:08
Score: 172.45 %, Type: Forum topic , Comments: 14 comments
assume they test the submitted games on a MSX1 with 16 kB RAM? it's 16kb RAM.. 8kb is a torture, ... that a megarom/mapper eats another few kb's away from your ram So, msxdev'06 games should run ... configuration. Surprisingly, it says 2 different things: 1. At least 8 kB of RAM; 2. At least 16 kB of RAM. So ...

VDP (TMS9918A) wait states

by Anvil on 28-08-2006, 15:02
Score: 85.69 %, Type: Forum topic , Comments: 24 comments
So.... The NTSC version of the TMS has 372ns ram chips. Since PAL uses a higher color burst frequency ... Hello I'm coding a game for the MSXDev'06. I'm using direct VDP access (so ... Hasselt or Leuven, Belgium ? So I can try my game before I submit it to the MSXDev. Thx During ...

Loading file to VRAM in ASM

by aoineko on 28-04-2011, 03:07
Score: 121.89 %, Type: Forum topic , Comments: 35 comments
cartridge (Page 1-2) using 16K of RAM (Page 3) so I don't handle any memory page switch. To access ... not just BLOAD,S) the fast way, is to use a call to copy RAM-> VRAM Second, by default, ... code reads them and sends the bitmap LOCATED IN RAM in properly format to VRAM. <- this is a bit ...

VRAM to VRAM copy on Screen 2

by aoineko on 09-07-2011, 21:45
Score: 130.17 %, Type: Forum topic , Comments: 21 comments
Better block copy from main RAM to VRAM (or at least VRAM->R Better block copy from main RAM to VRAM (or at least VRAM-> RAM-> VRAM), because a consecutive read+write from VRAM to a different ... kilobytes is too much for the VDP to handle even if copying from main RAM. About 3k is possible, if you use ...

Arkos replayer code

by aoineko on 17-06-2021, 20:53
Score: 141.71 %, Type: Forum topic , Comments: 7 comments
you want a ROM or a RAM player? If you want a ROM player you need in any case a 256 bytes buffer (so ... distribute the source code of your replayer version in my C game library ( ...

Placing a .ROM file in a virtual cartridge slot

by aoineko on 15-07-2021, 21:42
Score: 142.67 %, Type: Forum topic , Comments: 3 comments
the ROM is probably using a mapper. (If no Memory mapper 64K ROM can't be loaded in RAM) Then, ... be used as it is for loading in RAM. The MMM has a write-protect mode. When the ROM is in RAM ... Following some problems I had with the 48K ROM of my game, Final Smash , I was wondering how ...

Music & SFX replayer for Games... as 2021

by aoineko on 19-01-2021, 15:38
Score: 191.25 %, Type: Forum topic , Comments: 10 comments
for clarification only: WYZPlayer can be easilly combined with ayFX as both write on a small RAM buffer before dump ... For my C game library, I'm looking for information about the available MSX music and SFX ... my game lib is in C, it doesn't scare me too much to touch assembler code to create a C wrapper. ...

Launch emulators from command-line

by aoineko on 30-12-2021, 01:58
Score: 145.61 %, Type: Forum topic , Comments: 19 comments
MSX-DOS2 requires a minimum of 128k with memory mapper to run. You can try using -ext ram4mb to add ... Hi all, I am integrating emulator testing into the tool chain of my C game library. I already support (at least partially) a lot of emulators: OpenMSX, BlueMSX, Meisi, Emoulicious, fMSX ...

ROM starting in page 0 or 3?

by aoineko on 15-12-2021, 19:17
Score: 146.51 %, Type: Forum topic , Comments: 18 comments
as if you read an address from 8000h to BFFFh on an MSX with 16K RAM, You get an undetermined value. This ... the pages 2 and 3 contain RAM (on MSXs with 32kB RAM or more), the page 0 is the Main-ROM. When the program of the address INIT is called on the page 2, the page 3 contains RAM, the page 0 and 1 ...

SDCC 4.1.12, a Game changer for C programming?

by aoineko on 27-11-2021, 02:07
Score: 199.36 %, Type: Forum topic , Comments: 33 comments
to avoid the normal stack-dance: ; extern void copy16x16blockInRam_fromC( unsigned char* pAddrSrc, unsigned char* pAddrDest ) __z88dk_callee; _copy16x16blockInRam_fromC:: pop iy ; return address pop ... my game library ( https://github.com/aoineko-fr/CMSX ) I could see a gain of about 20% on my sprite ...
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