:One could make the MSX380 partially compatible with turboR by including the
:BIOS calls 180 and 183 to switch normal/turbo mode. But ofcourse it won't
:have R800 opcodes.
:By the way, did anyone actually compare R800 and Z380 opcodes? If we're
:lucky, there are "semi-accidentally" compatible.

That was an idea I wrote about a while ago too (but then in comp.sys.msx???)
Anyway, I think the instructions are compatible, for most of the
instructions of the R800 were already undocumented instructions for the
Z80...


:>I'm not so sure about that enhanced SNES VDP, because the SNES VDP is
:>pretty hard to program. I'd prefer the good old V9990 to be used, maybe
:>with some additional chips for huge sprites and rotation 'n stuff.
:
:What do you need huge sprites for? Combining 128 16x16 sprites, you can
:make pretty big sprites already. If you want bigger sprites, you could
:consider devoting an entire pattern plane to such a sprite.
:
:And rotation is quite useless most of the time. I have seen very few SNES
:games use rotation well. Most included the effect simply because the VDP
:was capable of doing it.

And by the way, it's much more fun coding it yourself so that you can say
"look what other groovy effect I have made!!!"


~Grauw



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