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Tile Directly Under sprite
Score: 204.12 %,
Type: Forum topic , Comments: 2 comments
This leads into my previous question about the C++ compiler.
As part of a...Basic GUI.
I have a mouse pointer moving around but where can I find an example code of what tile is directly under the sprite.
Earlier posts I was shown this formula. ...
Has anyone written a C++ compiler in Z80?
Score: 203.97 %,
Type: Forum topic , Comments: 22 comments
I am curious if anyone has written a C++ compiler in Z80 assembly for the MSX?
I would love to take a peek at that code for a project that I am currently working on.
Thanks up front
Not exactly what you are Not exactly what you are ...
Incbin?
Score: 203.29 %,
Type: Forum topic , Comments: 7 comments
Is there a way to incbin to a certain memory address or do you give it a pointer than move it later.
I am thinking org $9000
Incbin "blah.rom"
or a pointer such as:
jack:
incbin "blah.rom"
Then manipulate jack ...
Parsing Command Structure?
Score: 202.29 %,
Type: Forum topic , Comments: 11 comments
B, (HL)
Compare A and B
Then some routine after that to create a number between 0-255.
Is ... C, A ; Put length in BC
LD B, 0
INC DE ; Increment pointers ... Buffer
DL = Table.
Take first byte of table like
Ld a, (de)
ld c, a
ld b, 0
So CPI ...
Bit Mapped MSX 1?
Score: 200.7 %,
Type: Forum topic , Comments: 15 comments
address as in
Tile 0, would be 0
Tile 1, would be 1
Ect...
That way no tile would be repeated. ... no problem.
I thought in mode 2 it was two colors per each line on an 8x8 tile.
Mode 0 it is 2 ... of the screen is a consecutive sequence of characters starting from 0 to 22*8 (middle part) or 22*7 (top ...
Sprite Early Clock Bit
Score: 199.94 %,
Type: Forum topic , Comments: 4 comments
ld a,(v_hid_POS+0) ;X
ld bc,256*218+q_vdp98 ;Y-HIDE, vdp
left:
ld hl,32-5 ;X offset
cp 128+32
jr ... de
; xor a
ld de,q_vdp_spriteAttribute
call f_setVramAddressWrite
pop de
ld a,(v_hid_POS+0) ;X ... fly to left)
and a ;check if the value obtained is equal to 0
jp ...
Ladders...Ladders....Ladders
Score: 199.78 %,
Type: Forum topic , Comments: 3 comments
Has anyone ever figured out how to tell if you are at the bottom, top or even middle of a ladder in Donkey Kong or similar?
If I have Joe Bob running up a girder does a call to VRAM (MSX 1) to determine a pattern at sprite Y/X plus offsets?
Or is ...
Animating Sprites....TABLE?
Score: 199.46 %,
Type: Forum topic , Comments: 2 comments
I am still in the growing phase and would appreciate if anyone can direct me to an example of an Animation table setup for sprites in Z80 assembly language.
Here is the scenario for the MSX 1
Sprite 1 y/x/pattern/color
Sprite 2 ...
Run and Jump Routine
Score: 197.95 %,
Type: Forum topic , Comments: 3 comments
jump_offset:
db 4,3,2,1,0,-1,-2,-3,-4,$FF ; jump 10 pixels up
Then, in the big line, you have to :
- ...
Studying simple AI
Score: 195.02 %,
Type: Forum topic , Comments: 12 comments
better to hold on to high cards. The first shrinks the number of plays to evaluate to 0.03% and the second change drops it further to 0.38% of that, to "only" around 20,000 plays.
In ... with the track-specific info for the AI
ld a, (ix + 0)
add a, 8
and $f0 ;; This is neatly now the desired row; divide ...
