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Megarom mapper not working
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
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
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)
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
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 ?
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
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
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
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
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! ...
