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Sprite Editor for Sprites Mode 2 (using OR color)
Score: 167.15 %,
Type: Forum topic , Comments: 27 comments
vector < int > > bitmap;
for (int y = 0; y < 192; y++)
{
vector < int > line;
for (int x = 0; x < 128; x++)
{
int value = in.get();
line.push_back(value >> 4);
line.push_back(value & 0xF);
} ...
More than 32 sprites on 9918/9938
Score: 166.82 %,
Type: Forum topic , Comments: 10 comments
Lately I'm playing with Gameboy development and found this cool trick: they put an interruption on a given screen line (mid screen for example) and then rewrite the sprite attributes table, so new sprites are writen on the bottom half of screen, ...
8 bit workshop, online IDE for MSX and other classic platforms
Score: 166.64 %,
Type: Forum topic , Comments: 7 comments
8bitworkshop uses).
In ASM, this routine is simple to use:
ld a, 8 ; Channel A Volume (0 ... using the wrong address, 0x0096 instead of 0x0093:
uint16_t WRTPSG(uint16_t reg_data) __z88dk_fastcall {
reg_data;
MSXUSR_LOAD_A();
MSXUSR_LOAD_E();
//MSXUSR(0x0096);
MSXUSR(0x0093);
} ...
Gameboy development in Assembly, anyone?
Score: 166.33 %,
Type: Forum topic , Comments: 0 comments
Hi, in the last few days I got interested in Gameboy devlopment and made some small programs to getting used to the hardware. Is there someone here with experience on this subject? Any hints? A good online place (forum)?
(Off-topic) ...
MSX SLT-Turbo - Cartridge to turn a 2+ into Turbo R
Score: 166.14 %,
Type: Forum topic , Comments: 9 comments
I saw it today on brazillian Whatsapp MSX group and want to share here:
https://lars28.wordpress.com/2020/11/06/msx-slt-turbo-cartuc...
Enjoy
See also this forum thread. See also this forum thread.
Cool! I haven't seen it. I Cool! I haven't seen it. I searched for "SLT turbo" but nothing. ...
Strategies for 1 pixel vertical scrolling on 9918 VDP (MSX 1)
Score: 165.96 %,
Type: Forum topic , Comments: 54 comments
only one implemented so far):
https://youtu.be/y00nyaNN0jM
Hi
You're right. Strategy ... approach:
Prepare the new CHRTBL in the first 128 characters (0-127) for the first bank
The ... buffer using the first 128 characters (0-127)
Blit the NAMTBL: the screen will be scrolled one px ...
Doubt about developing a 128kb MegaROM (ASCII 16K Mapper)
Score: 165.86 %,
Type: Forum topic , Comments: 12 comments
https://www.msx.org/wiki/Develop_a_program_in_cartridge_ROM#...
And I'm curious with the "Seg_P8000_SW: equ 07000h", as the page 0 uses the addresses from 4000h to 7FFFh, should I to take care to not get over 7000h with my code/data in the page 0 ... to write on an address in the ROM?
I mean, the entry point of the cartridge is 0x4000, so the page ...
Panasonic FS-A1WSX - My first MSX in 25 years
Score: 165.39 %,
Type: Forum topic , Comments: 12 comments
I created this topic to centralize my doubts about this machine. I'm not sure if its the right place. {mod: wrong place indeed. this is about hardware and not about selling/buying, so it's moved to the hardware forum}
Panasonic FS-A1WSX: ...
Screen 2 using only one pattern table
Score: 165.31 %,
Type: Forum topic , Comments: 9 comments
on the VDP's VRAM address lookup, so setting them to 0 causes the mirroring effect.
However, note ...
10 SCREEN1:WIDTH32
20 SCREEN2:POKE&HFCAF,1
30 VDP(3)=&H9F:VDP(4)=0
I am a bit ...
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; defb 0x02 ; Reg# 0 000000[M3][EV]
; defb 0x62 ; Reg# 1 ...
Which of these is faster?
Score: 164.99 %,
Type: Forum topic , Comments: 27 comments
for MSX1)
;Input: HL = source address in RAM
; DE = destination address in VRAM (0-3FFFh)
; BC ... a,(VDP_DW) ;Incompatible under DOS.
ld c,a
inc c
di
out (c),e ;bits 0 to 7 of VRAM address
ld a,d ... a,c
or a
jr z,copy_to_VDP_lsb_0
inc e
copy_to_VDP_lsb_0:
ld b,c
; get the VDP ...
