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A "smart" disassembler
Score: 127.49 %,
Type: Forum topic , Comments: 3 comments
labels.............................OK
recognize ROM jump functions...........OK
recognize RAM system data ...........OK ... wanted to A few years ago I wanted to reconstruct the source code of a game program I had assembled ...
A bit help with MSX2 memory map in Basic / Turbo Basic
Score: 108.09 %,
Type: Forum topic , Comments: 19 comments
for 48kB will be plenty for program data. Remember that almost all Konami MSX1 games run with 8kB RAM ... in order to make the game playable in 64Kb of RAM, if I can handle this question by myself in plain Turbo ... Bios and other stuff too. I think you don't have to think about RAM pages for your game as you ...
A Bit OT: About Coleco Vision Games
Score: 140.93 %,
Type: Forum topic , Comments: 12 comments
the MSX has more resources than the coleco. Both more ram and rom. I think the big problem with MSX ... Hi, All-.
Recently i've found that colecovision games have a quality a little better than the average of msx1 games. For example it's hard to find a horizontal scrolling game for msx1 ...
A Doom engine in about 2000 lines of C
Score: 130.67 %,
Type: Forum topic , Comments: 31 comments
the box sizes pre scaled could speed up a bit the work but it would increase a lot the ram usage while ... it to in basic
I feel the best MSX 3D game I feel the best MSX 3D game would be with single color ... texture game
things like this
or hard drivin
I agree on the flat shading. I agree ...
A game under development from Retrodevelopment (Arturo Ragozini (ARTRAG), Huey and (since recently) Johnny Hassink (demonseed))
Score: 162.41 %,
Type: Image , Comments: 2 comments
Valley II for MSX1 16kb RAM written in C (80%).
(Bussum 2007) ... A game under development from Retrodevelopment (Arturo Ragozini (ARTRAG), Huey and (since recently) Johnny Hassink (demonseed))
Am I the only one wanting info about this project! :-?:-? ...
A guide to perseverance
Score: 140.16 %,
Type: Forum topic , Comments: 18 comments
will run out of RAM and time. 16 megabytes of temp code and 4 hours of compile time will not really help. ... mistake in life is to start coding on three different games and finish neither of them. Focus on that one ... on that project: biggest mistake in life is to start coding on three different games and finish neither of them. ...
A Homebrew Z80 system with V9958 Video..
Score: 107.31 %,
Type: Forum topic , Comments: 7 comments
0x0000 - 0x3fff subrom
slot 3 64k RAM
and 128k vram. it is not in the slots, only the VDP touches ... for it. I wouldn't be surprised if it's possible to make Z80 + ROM + RAM + V9958 (+VRAM) ... chips / tweaking the config.
Would a simple Would a simple 64KB/linear/non-slotted RAM chip ...
A hypothetical question regarding game scrolling in msx games
Score: 205.28 %,
Type: Forum topic , Comments: 14 comments
game and to RAM usage, not to VRAM usage.
For levels of "infinite" length like ... scroller,how much more ram would be needed in order to scroll from a screen to the next one ?I understand ... as a whole in RAM
if the building blocks are small, e.g. they can stay in one line of screen,
you could ...
A long time ago, I was a MSX and MSX2 programmer
Score: 98.23 %,
Type: Forum topic , Comments: 111 comments
and then 512k tile RAM, yeah".
But plain MSX2 and for the average game, what ran my head was same ... as MSX1 scroll tiles, lol.
In case of a ROM game, I would download from ROM to straight RAM. And ... but with cpu port 98 from RAM, more time for the blitter for the column copy.
;some outer loops setup ...
A new MSX
Score: 127.84 %,
Type: Forum topic , Comments: 53 comments
(speed x5), 1MB VRAM, 4MB RAM
Is the new project going that way?
Those are great news!!! Nishi ... & video game markets at the time. Intel, PPC and MIPS were far more likely as a R800 successor. Arm ... people to just load msx roms or disks and play the games at once.(no need to go through basic or dos,a ...
