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MSX (Software) Sprite Collision Routine

by Chilly Willy on 15-10-2021, 20:32
Score: 181.46 %, 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

by Chilly Willy on 14-09-2021, 04:41
Score: 180.52 %, 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

by Chilly Willy on 08-09-2021, 12:51
Score: 180.43 %, 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?

by Chilly Willy on 25-07-2021, 08:36
Score: 179.3 %, 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

by Chilly Willy on 26-06-2021, 15:50
Score: 178.55 %, 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

by Chilly Willy on 25-06-2021, 19:00
Score: 178.5 %, 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

by Chilly Willy on 20-06-2021, 19:18
Score: 178.5 %, 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

by Chilly Willy on 12-05-2021, 05:45
Score: 177.4 %, 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

by Chilly Willy on 12-04-2021, 23:10
Score: 176.47 %, 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?

by Chilly Willy on 05-04-2021, 03:19
Score: 176.36 %, 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 ...
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