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Assembly Z80, best way to divide by 16

by albs_br on 18-09-2022, 22:07
Score: 185.7 %, Type: Forum topic , Comments: 20 comments
pre-loaded (it also needs to be address aligned to 0x00 on low byte). Speed is more crucial here than ... Another method: ld hl,0D000h ld (hl),Value ; Put the value to divide by 16 at 0D000h xor a rld ... gdx wrote: Another method: ld hl,0D000h ld (hl),Value ; Put the value to divide by 16 ...

ayFX replayer, leaving a tiny sound after play a SFX

by albs_br on 29-09-2022, 18:42
Score: 186.04 %, Type: Forum topic , Comments: 4 comments
Hi guys, I have this problem as specified on title: after I call to play a sound FX using ayFX replayer it leaves a continuos tone playing on speaker, as if something wasn't ended correctly. Is there a tutorial with the steps required to setup ...

Books about retro development

by albs_br on 05-10-2022, 20:19
Score: 186.26 %, Type: Forum topic , Comments: 2 comments
I just compiled a list of all books about retro development I read on the last couple of years and I think it would be of interest of all people here: - Modern MSX BASIC Game Development (from Raul Portales) Books from 8bitworkshop.com: - ...

Convert image to V9990 P1 mode

by albs_br on 10-11-2022, 20:19
Score: 187.86 %, Type: Forum topic , Comments: 34 comments
line I'm using: MSXimg.exe img\data_bg.png -out %Dest%\v9990\data_v9_bg.h -pos 0 0 -size 256 48 -num 1 1 -name g_DataV9BG -trans 0xFF00FF -bpc 4 -pal custom --pal24 It generate C header ... of the tiles. Tiles starting with 0x05 are considered as floors, 0x06 as stairs. the 0x07 in this phase ...

Create a 32 kb ROM in Assembly

by albs_br on 28-09-2022, 16:07
Score: 186.02 %, Type: Forum topic , Comments: 4 comments
Hi guys, I'm trying to create a ROM from 0x4000 to 0xbfff using the code available here ... RSLREG rrca rrca and 3 ;Keep bits corresponding to the page 4000h-7FFFh ld c,a ld b,0 ld hl,EXPTBL add hl,bc ld a,(hl) and 80h or c ld c,a inc hl inc hl inc hl inc hl ld a,(hl) and 0Ch or c ...

Doubt about SCREEN 7 image files (.s70 and .s71)

by albs_br on 03-08-2022, 17:01
Score: 184.02 %, Type: Forum topic , Comments: 13 comments
are supposed to be used? My naive understanding was that the first file (.s70) should be placed on page 0 (0x00000) and the second (.s71) on the page 1 (0x10000). Of course the 7 bytes header should be ignored. Is that correct? The VRAM on interlaced mode works this way? Even lines on page 0 and odd lines ...

MSX history in Japan compiled in one graph

by albs_br on 04-09-2022, 17:47
Score: 185.25 %, Type: Forum topic , Comments: 7 comments
https://hellotocky-msx.hatenablog.com/entry/2022/07/30/104031 It's in Japanese, but can be easily translated using Google Translator integrated ...

MSX Wings, port of a famous 90's game/MSX 2+/SC11 (Demo/WIP/POC)

by albs_br on 16-01-2022, 04:34
Score: 179.77 %, Type: Forum topic , Comments: 76 comments
https://studio.youtube.com/video/mUgsNs8ixX0/edit correct link correct link https://www.youtube.com/watch?v=mUgsNs8ixX0 Thanks ...

Pletter (or other compression tools) performance

by albs_br on 21-07-2022, 22:22
Score: 184.99 %, Type: Forum topic , Comments: 23 comments
size, compression ratio and decompression speed. The best of them all was zx0 . Pletter was in 45th ... with zx0, though. Decompressing directly the image to VRAM is feasible, but not all tools are offering this possibility (specifically the code to do it). I know zx0 does, I've seen the VRAM version in GitHub. The ...

Samurai Shodown unplayble demo on MSX+V9990

by albs_br on 18-11-2022, 23:22
Score: 188.24 %, Type: Forum topic , Comments: 59 comments
page. Earthquake (the big guy at right) is using the first 256x128 area, starting at 0,0 The other character uses the second 256x128 area below, starting at 0,128 coordinate. This way ... a new version Just commited a new version (0.15.1) with debug info spit to standard VDP output. ...
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