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Tile Directly Under sprite

by Chilly Willy on 04-02-2023, 07:09
Score: 195.64 %, 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?

by Chilly Willy on 31-01-2023, 18:17
Score: 195.49 %, 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?

by Chilly Willy on 20-01-2023, 01:04
Score: 194.81 %, 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?

by Chilly Willy on 28-12-2022, 22:23
Score: 193.81 %, 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?

by Chilly Willy on 17-11-2022, 17:48
Score: 192.22 %, 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

by Chilly Willy on 22-10-2022, 01:33
Score: 191.46 %, 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

by Chilly Willy on 19-10-2022, 03:58
Score: 191.3 %, 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?

by Chilly Willy on 12-10-2022, 22:30
Score: 190.98 %, 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

by Chilly Willy on 04-09-2022, 20:42
Score: 189.47 %, 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

by Chilly Willy on 08-06-2022, 21:14
Score: 186.54 %, 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 ...
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