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Memory space
Score: 174.19 %,
Type: Forum topic , Comments: 6 comments
There is a block of memory normally used by basic. My question: is this also used by MSX-DOS2 or is this left unused? It looks like 3Kb at least that (if unused) can be used for storing user data.
The problem is that the The problem is that ...
MMM for SymbOS
Score: 174.09 %,
Type: Forum topic , Comments: 11 comments
Currently Trebmint and I are working on the MMM game! Hope to show something more in Nijmegen.
It is far from complete, but we think it looks pretty cool already! It is developed in Quigs
Small demostration in SymbOS
Hope you like it as ...
Waterworm 10 liner (Commented)
Score: 174.05 %,
Type: Forum topic , Comments: 2 comments
DEFINTA-Z:DIMM(15):A=256:D=6144:COLOR7,4,1:KEYOFF:SCREEN1,0,0:WIDTH32:'*Set Variables
11 FORI=384TO728:VPOKEI,VPEEK(I)ORVPEEK(I)/2:NEXT:'*Make the Thick Font
12 ... 2020":LOCATE6,20:PRINT"by Jos'b from Spain"
30 IFNOT(STRIG(0))GOTO30:'*Wait for Spacebar to be pressed
31 CLS:S=0:C=0:L=2:F=8:P=6512:M(0)=P:M(1)=P:M(2)=P:VPOKEA,0:VPOKEB,0:'Val's A and B are used to make the "water effect", but these 2 pokes are unnecessary.
32 ...
All display image formats
Score: 173.82 %,
Type: Forum topic , Comments: 4 comments
Hi,
I have started to list all the image formats that can be displayed on MSX (I'm not speaking about file format but about display one).
This combines the different display modes of VDPs, as well as all the options that change their ...
V9990 help needed - picture size mapping to VGA
Score: 173.69 %,
Type: Forum topic , Comments: 0 comments
I am analyzing the V9990 datasheet .
It has some very valuable information, some is missing, some must be guessed.
At present I am trying to figure out how to map V9990 modes into the VGA timing. The most data intensive at RGB555 modes are ...
VRAM command object exiting Y = 0 how to do it?
Score: 173.44 %,
Type: Forum topic , Comments: 0 comments
So I have a problem. My engine scrolls up and down but the VRAM coordinates stay as they are so when a softsprite crosses the Y=0 boundary on screen the sprite gets copied on screen until Y=255 ... the command continue into Y = 0?
(Development) ...
Tile Directly Under sprite
Score: 173.49 %,
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: 173.34 %,
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 ...
Mapper details: ReproCartridgeV1/V2 or Repro Factory V1/V2
Score: 173.23 %,
Type: Forum topic , Comments: 8 comments
content (at least): only Metal
Gear, only Metal Gear 2
[REGISTER (#7FFF)]
If it contains value 0 ... at 0x10, write only
- On I/O port 0x13 the 2MB block can be selected (default 0, so up to 3) ...
(Metal Gear 1 and 2, both in 3 languages)
[REGISTER (#7FFE)]
Selects the mapper, using bits 0 and 1 ...
performance
Score: 173.11 %,
Type: Forum topic , Comments: 4 comments
a,(my_value) ; 14 cycles
ld l,a ; 5 cycles
ld h,0 ; 8 cycles
Whereas ... cycles
ld d,0 ; 8 cycles
Vs loading unsigned int from an unsigned int*:
ld ...
