>> 1 SP ? Sprite (0=On, 1=Off)
>
>The name is SPD, not SP. With it you can disable the sprites, which
>drastically spees up the VDP (that's why the name is SPeeD).
Mmm... I'm thinking in disabling sprites + display in the invisible parts
of the screen in my overscan routine to gain some speed (dunno if that
would actually mess/disturb/desync display).
Anyway with the game code 90% complete the main CPU & VDP loop only takes
1/4 of the frame time!!! -_-v
>> 2 VR0 VRAM size and speed
>
>It's the VRAM mode.
>
>According to my docs it has to be 0 (it has no value), but when looking to
>the meaning of the 3rd bit I think you can switch between 1 and 4-bit VRAM
>with this. On MSX always keep it 0!!!
OK. I prefer to poke values directly to VDP registers instead of reading
the shadow, mask and modify the bits I want provided I know exactly what
I'm doing!
>> 3 VR1 VRAM size and speed
>
>Again, it's the VRAM mode.
>
>My docs tell me:
>
>1 = 64k x 1bit / 64k x 4bit
>0 = 16k x 1bit / 16k x 4bit
>
>I don't know what the value on MSX is, I guess it has to be 1 all the time.
>You can check the value by doing PRINT RIGHT$("0000000"+BIN$(VDP(8)),8) in
>Basic.
1 indeed.
>> 4 CB colour Bus direction (0=Output, 1=Input)
>
>This one can also have 1 value, otherwise the VDP won't work (it might even
>blow up!).
OOPS! Same seems to go for PSG register 7. 10xxxxxx or BANG!
The first time I laid my hands on an MSX I POKED the PSG register 7
directly... with 00xxxxxx!!! My 8250 sounds real bad when doing phaser
effects, so I presume perhaps I blowed something with that POKE?!?!?
>> 5 TP ?Transparent from palette
>
>If this bit is set color 0 isn't transparent anymore. As far as I know this
>only affects the sprites. You know the use of it, don't you?
Yeah. I actually ABUSE this bit.
>> 6 LCS Lightpen Select (active 1) connected trough colourbus
>
>1=lightpen, 0=no lightpen. Always keep 0 in current MSX configurations.
This reminds me...
WANTED: MSX light pen info!!!
Kiss you lot.
MARK 2
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