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Enemy sprite rendering routine call

by Metalion on 30-12-2020, 11:41
Score: 160.26 %, Type: Forum topic , Comments: 5 comments
be to try My advice would be to try both and see which one works better. Set a flag variable: 0 to Set a flag variable: 0 to render 1 to update sprites Set a frame variable Sprites update in the ISR: If flag=1 do other ISR hooked tasks then ret If flag=0 execute the whole ISR hooked tasks, set ...

Fast 16-bit signed comparison

by Metalion on 05-12-2020, 19:20
Score: 159.69 %, Type: Forum topic , Comments: 23 comments
and 'hl' and I want to be able to output according to that matrix : hl<=0 hl>0 de<=0 0 hl de>0 de max(hl,de) I've coded this, but it's messy ('hl' contains the output): ld a,h ; 5 cp d ; 5 jp z,.same ; 11 | same sign jp c,.hl_max ; 11 | de < 0 and hl >= 0 ...

Konami/ASCII mapper page switch latency

by Metalion on 29-11-2020, 12:23
Score: 159.58 %, Type: Forum topic , Comments: 4 comments
Hello, Is there any hardware latency that needs to be taken into account when switching page within a Konami/ASCII mapper ? There is no latency. The bank There is no latency. The bank registers directly latch the value that is provided on ...

Rastan Saga on eBay

by Metalion on 20-11-2020, 17:13
Score: 159.28 %, Type: Forum topic , Comments: 0 comments
Hi, I'm selling Rastan Saga on eBay : https://www.ebay.com/itm/293844840873 (Trading and collecting) ...

FM rythm mode question

by Metalion on 26-09-2020, 20:55
Score: 158.04 %, Type: Forum topic , Comments: 2 comments
confusing register addresses 16H-18H (hexadecimal, 0-base) for channels 7-9 with slots 13-18 (decimal, ...

Sound libraries PSG/FM

by Metalion on 27-08-2020, 14:07
Score: 157.23 %, Type: Forum topic , Comments: 4 comments
found this under Thanks, I found this under "g_psg_drums": { 5, 3, { {0, 0xB3}, {1, 0x06}, {7, 0xBE} }, 15 }, { 6, 2, { {6, 0x13}, {7, 0xB7}, {0, 0x00} }, 14 }, { 6, 2, { {6, 0x09}, {7, 0xB7}, {0, 0x00} }, 14 }, { 4, 3, { {0, 0xAD}, {1, 0x01}, {7, 0xBE} }, ...

First steps with MSX-Music

by Metalion on 09-08-2020, 18:59
Score: 159.2 %, Type: Forum topic , Comments: 29 comments
(0,0,1,1,1,1,1,1,1,1,1) 20 AD=&h7FF4:DAT=&h7FF5 30 POKEAD,&h30:POKEDAT,&h2F:' Instrument 2, volume 15 ... POKEAD,&h20:POKEDAT,&b00001000:' Octave = 4, F-number MSB = 0 60 POKEAD,&h20:POKEDAT,&b00011000:' +Key on This ... silent) while 0 means no attenuation (max volume). p.s. There is no need to set key-on separately from ...

Music tempo restrictions

by Metalion on 02-08-2020, 11:19
Score: 156.72 %, Type: Forum topic , Comments: 2 comments
a 300 Hz timer. At 50 Hz set interrupts on lines 0, 51, 102, 153, 204 and 255. At 60 Hz set interrupts on lines 0, 52, 104, 156, 208. Or differently put, increment the line number by 51 at 50 Hz or by 52 at 60 Hz, and reset to 0 on carry. Thanks, Grauw. Thanks, Grauw. (Graphics and Music) ...

Disabling sprites during VBLANK

by Metalion on 08-06-2020, 19:03
Score: 155.59 %, Type: Forum topic , Comments: 2 comments
Hi everyone, If I want to maximize the bytes that I can transfer at VBLANK, do I have to disable sprites manually ? Or is it already part of the VDP's behavior during VBLANK ? In other words, if I take the (very useful) speed table of ...

Overscan

by Metalion on 05-06-2020, 21:00
Score: 155.58 %, Type: Forum topic , Comments: 5 comments
You can blank, yes, however You can blank, yes, however it won’t un-blank automatically on line 0 ...
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