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MSX (Software) Sprite Collision Routine
Score: 179.78 %,
Type: Forum topic , Comments: 6 comments
set a table where you can check if a sprite is active (on screen) or not (1/0), so before check ...
Proper Player Movement
Score: 178.84 %,
Type: Forum topic , Comments: 16 comments
extrapolate for a Diagonal animation or firing a weapon?
MOVE_PLAYER:
OUT ($C0), A
NOP
NOP
NOP
IN A, ($FC)
LD C, A
BIT 0, C
JP NZ, SOUTH
LD A, (IY+02) ; Y Position ... and by checking both North and East, for example.
so in your case, both BIT 0 and bit 1 should be NULL. ...
3 Digit Display NON BCD
Score: 178.76 %,
Type: Forum topic , Comments: 5 comments
routine that I can start with;
Timer = 999
Display
Decrement
Loop until 0
This ... #'0' - 1
1$:
inc a
add hl, bc
jr c, 1$
sbc ... a
cp '0'
jr nc,done
ld (hl),'9'
ld a,l
cp LOW counter
ret z
dec hl
jr ...
TNIASM ALIGN?
Score: 177.63 %,
Type: Forum topic , Comments: 8 comments
on MSX
Glass user here Glass user here
I started with tniASM 0.45 I started with tniASM 0.45 and after a few months moved to v1.0, very happy with the tool itself, its flexibility ... started with
syn wrote:
I started with tniASM 0.45 and after a few months moved to v1.0 ...
Next Up Sprite Animation Table
Score: 176.87 %,
Type: Forum topic , Comments: 2 comments
byte that defines what is he doing: walking, on air, on ladder, dying, etc. The bits 0 and 1 ...
PLAYER_SPRATR_TABLE:
; 0 ANIM LEFT LEFT|ANIM
db $00, $08, $10, $18 ; PLAYER_STATE_FLOOR
db $08, $18, $08, $18 ; ...
Compiling Larger than 32K
Score: 176.82 %,
Type: Forum topic , Comments: 14 comments
as the alternative is not making my game.
tniASM v0.45 can create ROMs tniASM v0.45 can create ROMs ...
Sprite to Bitmap
Score: 176.82 %,
Type: Forum topic , Comments: 21 comments
20,10,20,30,40----
0-31
.....
23......
Of course each one corresponds to a pattern in the pattern table ... H, 0
LD L, A
ADD HL, HL
ADD HL, HL
LD DE, $1800
ADD HL, DE
LD ... 0-255 and H will return 0, 1 or 2
If someone has already figured out the math then please post this. ...
Compiling error? Ram vs Rom
Score: 175.72 %,
Type: Forum topic , Comments: 6 comments
0C000h
Var1: RB 2 ; Var1 = 0C000h
Var2: RW 1 ; Var2 = 0C002h
Var3: RB 0 ; Var3 = 0C004h
Var4: RW -1 ; Var4 = 0C004h because zero and
; negative values ...
Someone with Coleco Knowlege
Score: 174.79 %,
Type: Forum topic , Comments: 2 comments
I know there are some of you out there that like to port games back and forth so this question is for you.
And yes...I know this is an MSX board but there are those who do both.
I can disabled the NMI in Colecovision mode. I do this before any ...
Pletter Output Z80 Code?
Score: 174.68 %,
Type: Forum topic , Comments: 8 comments
I have yet to start playing with compressors other than reading up on all these old programs.
I would like to know if someone can point me to a program that will take z80 code of at least 768 bytes and compress it to z80 assembly data.
Output in ...
