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(joystick) Looking for Playstation to MSX converter

by norakomi on 28-09-2013, 21:16
Score: 125 %, Type: Forum topic , Comments: 4 comments
hi Im looking for a playstation to msx converter, something like this, but then with msx plug instead of usb http://t0.gstatic.com/images?q=tbn:ANd9GcR4wUxMfZBR1YE12DaFa... Does ... Ant0niuutti achieved that by Ant0niuutti achieved that by installing the joymega circuit inside ...

.bas file combined with .bin file

by norakomi on 15-02-2005, 12:36
Score: 107.97 %, Type: Forum topic , Comments: 10 comments
fadeout could be at #c000 fadein could be at #c010 defusr(0)=&hc000:a=usr(0) to fadeout.. ... fori=0to7:forj=0to31:x=vpeek(&h7680+j)-17:x=x+(xand&h88)/8:vpoke&h7680+j,x:nextj:color=restore:nexti:cls dont forget _turboon:<code>:_turbooff or it'll be very slow oh, using more ... defusr(0)=&hc000 40 a=usr(0) is this the way to combine basic and assembly.... or to be more precies, ...

.dsk image to disk and Rom 2 dsk

by norakomi on 31-05-2005, 14:55
Score: 108.51 %, Type: Forum topic , Comments: 2 comments
Hello there !! Does anybody know how to copy a disk image to a normal disk?? I know I can use Rumsx to put the diskimage file in b: and a normal 720kb disk in a and then copy "b:*.*" to "a: but how should I do this when the disk ...

.sc5 file 256x256??

by norakomi on 03-10-2005, 18:18
Score: 109.01 %, Type: Forum topic , Comments: 24 comments
a lenghty screen DOH !!!! Thats the sollution. I just load a 16kb image file of 256x128 to page 0, then copy it to (0,0) in page 1 then I load the other 16 kb image file (the other 256x128) to page 0, and then copy it to (0,128) in page 1. Problem solved !!!!!! [quote] I just load a 16kb image file ...

16 bit life-counter

by norakomi on 11-06-2006, 00:15
Score: 109.95 %, Type: Forum topic , Comments: 15 comments
I want to have a routine that decreases a 16 bit value, and gives a flag when 0 is reached. ... bit value, and gives a flag when 0 is reached. Example: an endboss has 400 life-points, whenever he ... substraction crosses 0... Here is a routine that supports stonger 'weapons'.;) [code] Here ...

17 bit Bios calls

by norakomi on 21-11-2005, 16:54
Score: 109.18 %, Type: Forum topic , Comments: 23 comments
a,14+128 out (#99),a ld a,l ;set bits 0-7 nop ... (#99),a ld a,l ;set bits 0-7 nop here3: out ... ;set bits 0-7 out (vdpport1),a ld a,(vram/256 and #3F) or 64 ;set bits 8-13 ...

1MB or 2MB cartridges

by norakomi on 24-05-2007, 15:15
Score: 111.15 %, Type: Forum topic , Comments: 24 comments
Hi all !! For a new game I am thinking about using a 1MB or 2MB rom cartrdige, instead of a 512kB one. But where can I buy them ?? cheers Just add 2 or 4 512KB roms! :P Just add 2 or 4 512KB roms! First code it. Then look for ...

2 SPATS

by norakomi on 22-08-2006, 15:23
Score: 110.14 %, Type: Forum topic , Comments: 16 comments
setvrwrt out (0x98),a add hl,de add hl,de call setvrwrt out (0x98),a ..... not a good thing. ...

50 herthz- 60 hertz

by norakomi on 22-08-2008, 18:29
Score: 109.91 %, Type: Forum topic , Comments: 28 comments
after Hz change 1 D$="3E01FD67210240CD0C0023DD6FFD7CCD0C00DD67C31C00" 2 AD=&HC000:DEFUSR=AD:FORI=0TO23:POKEAD+I,VAL("&H"+MID$(D$,I*2+1,2)):NEXT 3 'POKE AD+1,Cartridge SLOTID (&B1000SSMM) Default is slot 1 4 A=USR(0) Thx ... begin 0666 HZ.zip M4$L#!!0````(``ZD%3F;9W412P````!````&````2%HN4D]-[ <&Q$4`P``#` ...

8 pixels left and right of screen

by norakomi on 29-06-2005, 15:13
Score: 108.75 %, Type: Forum topic , Comments: 9 comments
to 256 pixel large (using both registers). 0-511 (bits 0-8) 2 screens wide? hmm, ...
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