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ZX0 compressor using non-standard decompressors

by albs_br on 19-01-2023, 16:52
Score: 198.57 %, Type: Forum topic , Comments: 6 comments
https://www.msx.org/forum/msx-talk/development/pletter-or-ot... ). The issue here is that the ZX0 standard decoder works just fine, but the other 3 ... https://github.com/albs-br/msx-tests/blob/master/zx0_compres... It makes sense, as the original code uses some JP and calls which relies on absolute ... it possible to INCLUDE code on RAM, so the assembler calculates the address on RAM (above 0 ...

Samurai Shodown unplayble demo on MSX+V9990

by albs_br on 18-11-2022, 23:22
Score: 196.31 %, 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. ...

ayFX replayer, leaving a tiny sound after play a SFX

by albs_br on 29-09-2022, 18:42
Score: 194.12 %, 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 ...

Create a 32 kb ROM in Assembly

by albs_br on 28-09-2022, 16:07
Score: 194.09 %, 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 ...

Assembly Z80, best way to divide by 16

by albs_br on 18-09-2022, 22:07
Score: 193.78 %, 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 ...

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

by albs_br on 03-08-2022, 17:01
Score: 192.09 %, 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 ...

Pletter (or other compression tools) performance

by albs_br on 21-07-2022, 22:22
Score: 193.06 %, 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 ...

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: 187.85 %, 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 ...

Strange behaviour (bug?) on SPRATR base addr register on V9938/58

by albs_br on 10-01-2022, 19:21
Score: 185.53 %, Type: Forum topic , Comments: 6 comments
to 0x1fa00, the SPRCOL table won't work properly (it is supposed to bet automatically set 512 bytes ... repeated. This is how I set the registers: ; ---- set SPRATR to 0x1fa00 (SPRCOL is automatically set 512 bytes before SPRATR, so 0x1f800) ; bits: 16 14 7 ; | | | ...

MSXmas '21 Simple game for christmas / MSX 2 / SC5 / Unfinished work

by albs_br on 24-12-2021, 19:01
Score: 184.98 %, Type: Forum topic , Comments: 5 comments
Hi guys, I made a simple game as my learning exercise for MSX 2 programming. Unfortunally I couldn't finish it before the deadline. But what I already made is playable, and I think is cool enought to share: ...
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