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Megarom mapper not working

by Metalion on 31-12-2018, 11:08
Score: 135.64 %, Type: Forum topic , Comments: 1 comment
Hello, I'm working on a megarom project. Since the beginning, I've been working with asMSX, but it is unstable and generates some bugs. Yesterday, it repeatedly crashed while compiling my code so I decided to throw the towel and change ...

How to solve r#24 and the stupid Y magic value

by PingPong on 27-12-2018, 13:34
Score: 135.6 %, Type: Forum topic , Comments: 11 comments
to the y value like this: ld a, (HL) add a,d // d = offset out (0x99h),a outi // X outi // dummy ... inc a noadjust: out (0x99),a this increases the sat write time by adding cp+jr+inc , about 24 ... rotated, therefore i only need to rotate via z80 the sat. I also planning to keep sprites 0-1 fixed ...

My SINTH.BAS

by sp4 on 25-12-2018, 23:31
Score: 135.58 %, Type: Forum topic , Comments: 1 comment
Hi here https://www.msx.org/downloads/synthesizer-in-basic-for-psg-0 I submit my new synthesizer implemented by me. Pls use the submit button Pls use the submit button (Development) ...

Vertical scrolling routine (MSX1)

by thegeps on 24-12-2018, 23:33
Score: 136.21 %, Type: Forum topic , Comments: 114 comments
tiles in RAM and 2 tiles onscreen. copying 16 bytes out of those 24 bytes, with an offset 0..7 . ... tiles. These 62 tiles are coupled, 0-1, 2-3, 4-5 and so on. I have in RAM a copy of all the tiles shapes ... by 0..7 and it has no groups and can make graphics of different height Thx for hints. I will try ...

VDP busy

by Metalion on 23-12-2018, 23:56
Score: 135.62 %, Type: Forum topic , Comments: 2 comments
Hello everyone, I know I have to wait for the VDP to finish processing a macro command before launching a second one. But do I have to wait for it to finish a macro command before sending it data through an address writing port ? Thanks. ...

How to best handle big spritesets ?

by Metalion on 20-12-2018, 12:52
Score: 135.62 %, Type: Forum topic , Comments: 3 comments
Hello, I'm working on a game in screen5 that will use a lot of sprite patterns : up to 256 . They are mainly used for animation of the main character. And I'm wondering what is the best solution to handle them : . Option A : ...

MSX-DOS TPA Question

by ericb59 on 19-12-2018, 15:08
Score: 135.54 %, Type: Forum topic , Comments: 13 comments
__at(0x8000) map2[27][32]; (I'm afraid of stack growing to much !) Generally speaking ... checks if the stack is not too close to that area (say, SP minus some margin, f.e. 0x200 >= 0x8000 + ... ReadSP(void) { __asm ld HL,#0 add HL,SP __endasm; } SDCC seems to handle int SDCC seems ...

Sprite color table SCREEN5

by Metalion on 12-12-2018, 21:32
Score: 138.08 %, Type: Forum topic , Comments: 16 comments
... What am I missing here ????? R#0 : xxxx100x R#1 : xxx001xx R#2 : 00011111 R#6 : $30 => patterns at $18000 R#5 : $C0 R#11 : $03 => attributes at $1E000 and therefore ... must be: Bits 0-2 of R#5 must be 1. See pages 40 and 93 of the V9938 application manual . ...

XOR A= LD A,0

by thegeps on 12-12-2018, 09:52
Score: 135.55 %, Type: Forum topic , Comments: 3 comments
Hi all. I know XOR A can be used instead LD A,0 and is faster. May I assume I can use XOR B too instead LD B,0 and so on? No because A ⊕ A is not same No because A ⊕ A is not same as A ⊕ B. https://www.msx.org/wiki/Assembler_for_Dummies_%28Z80%29 In addition XOR A is not exactly the same as LD A,0 because XOR A modifies the flags. I ...

DI.COM DIR with Long FIle Name for Nextor

by Victor on 07-12-2018, 05:36
Score: 135.48 %, Type: Forum topic , Comments: 22 comments
Hi!! I've created this small program. It's only for MSX Nextor by Konamiman. Here you have a video demostration. More Info and Download here . I hope you like it!! Very nice! This should become Very nice! ...
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