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Compare Assemblers
Score: 113.43 %,
Type: Forum topic , Comments: 27 comments
in different (mapped) RAM pages for example. This batch supports all commandlines that are used with the IDE. ... requirements to make things easy. Just whatever I want and need. Apart from that, you can go through many games ...
[offtopic: would it work for capturing the SFX/music of comercial games?]
> [offtopic: would it work ...
Sprites in MSX-C
Score: 107.75 %,
Type: Forum topic , Comments: 74 comments
in a RAM game. diskloader game.
but some day megaROM coder too says "ROM is full".
Hi ... will tell you the coordinates of the collision. That makes it more useful for some game types.
Yup, ... the next, it will eventually be a level loop within a overall game play loop, the second one ...
reading sc5 file in C
Score: 114.65 %,
Type: Forum topic , Comments: 24 comments
to the RAM or directly to the VRAM by first copying portions to the RAM then out the portions to the VRAM or the dirty method by reading the whole filedata into the RAM then copying it to the VRAM.
You skip ... stream that will be loaded in one go into (V)RAM.
So the gap between &H69FF .. &H7680 has ...
making ram for opl4 standard!
Score: 217.89 %,
Type: Forum topic , Comments: 20 comments
for 512k, users don't buy extra ram. Brilliant
The solution:
Simply make a game which uses 512kb, and sell the extra ram together with the game! So, the game will be more expensive, on the other ... that ram. When you give that RAM a context, such as that it's supported in a game then ppl ...
opl4 sram (was 'logo designer')
Score: 105.56 %,
Type: Forum topic , Comments: 23 comments
or the possiblity to supply extra sample ram with a good game or songs.
Well, that there was no mass-support ...
I agree on living with limits, however, you wouldn't be happy if your msx had 32k ram. 32k computer ram compares quite realisticly with 128k opl4 ram (since samples take more space than code, tables ...
mbfm vs. mbwave
Score: 134.46 %,
Type: Forum topic , Comments: 19 comments
for games), and FM doesn't have the typical artifacts that (rom/ram) samples have. 6 wave channels is .. ... artifacts that (rom/ram) samples have. 6 wave channels is .. meager, but sufficient.
Take this advice ... artifacts that (rom/ram) samples have. 6 wave channels is .. meager, but sufficient. I never thought ...
What's the cheapest way to get a slotexpander ?
Score: 83.57 %,
Type: Forum topic , Comments: 16 comments
cart-slots and it should run.
A moonsound, a future GFX9000 and possibly some RAM should all work ... of my cart-slots and it should run.
A moonsound, a future GFX9000 and possibly some RAM should all ... should work
Cheapest way? Well...
For the RAM, moonsound, scc, fm-pac and MusMod use ...
Final release Coral 2
Score: 92.16 %,
Type: News post , Comments: 22 comments
data.
The requirements didn't change: Coral 2 requires an MSX2 with 128kb RAM, 128kb VRAM ...
But the music... whoa... Wolf, if that is what you can do with 640kB of SampleRAM... It blew me away. I mean, imagine an actual game with a soundtrack like that...
~Grauw "not good ...
RealFun
Score: 119.41 %,
Type: Forum topic , Comments: 114 comments
(and new editor, as everthing is hardcoded)
To free some RAM I'll use the VRAM to store meta ... too. Of coz, this will use a lot of memory but ppl could either upgrade ram, use less channels, or use ... step has some logic to it, but 2 (or more) events is just wasting RAM.
What you need is a variable ...
Devcon winter/spring 2005
Score: 99.6 %,
Type: Forum topic , Comments: 133 comments
it with like 4mb RAM..
in case ROM sounds are required: load the ROM into RAM from disk and go ahead .. ... game (I On the bright side: with 4mb you're done for a whole game (I think ^_^) no more ... you're done for a whole game (I think ^_^) no more loading afterwards ... besides .. come on, just get ...
