Hello people...

So here's the story... TeddyWareZ is gonna make a sequel to f1-spirit
(hopefully). But we haven't even started testing some things and gathered
information and we already have a question... Here we go...

We first started looking at the original f1-spirit as you might can imagine.
But then I got an idea. I can use the pattern-, name-, colour- and sprite
tables of f1-spirit to make some tests for myself so I can see what's
possible without having to draw my own patterns and stuph (WE WON'T STEAL
NOTHING!!! WE ARE *NO* LAMERS. LET THAT BE CLEAR TO EVERYONE!!!!)... Good
idea you might think. So I started f1-spirit in MSX4PC. I made a complete
save state (that's where the emulator saves ALL information stored in the
MSX)... What I then did was searching at which position of the save state
file the VRAM started. Just trust me it was the good position. I'm 100% sure
of that. What I then did was saving $4000 of data to a bin file which had
this header:

$0000, $3FFF, $0000 (last one unused for VRAM).

After that I loaded that file on screen 2 in the VRAM again. F1-Spirit was
created in screen 2 (also 100% sure). But the screen looked all scrambled.

VRAM build up in screen 2:

0000H - 07FFH   -->     Pattern generator table 1
0800H - 0FFFH   -->     Pattern generator table 2
1000H - 17FFH   -->     Pattern generator table 3
1800H - 18FFH   -->     Pattern name table 1
1900H - 19FFH   -->     Pattern name table 2
1A00H - 1AFFH   -->     Pattern name table 3
1B00H - 1B7FH   -->     Sprite attribute table
1B80H - 1BAFH   -->     Palette table
2000H - 27FFH   -->     Colour table 1
2800H - 2FFFH   -->     Colour table 2
3000H - 37FFH   -->     Colour table 3
3800H - 3FFFH   -->     Sprite generator table

But I didn't understand, because I had saved the first $4000 bytes of the
VRAM while f1-spirit was running, and I loaded it at the same position
again. So I thought it would be ok, but it wasn't. So I searched for an
explanation for that. After about a minute I thought I had located the
problem. You can adjust all table addresses, so I looked in f1-spirit if
they had done that, but they also didn't do that. What I then did was making
a save state while the crap was on the screen. Then I compared that save
state with the one of f1-spirit (at least that VRAM part ofcourse), and the
two were identical! So I don't know what has gone wrong...


So here's the situation.

I have a file of $4007 bytes (inc. header) which will store itself on
position $0000 of the VRAM.
All table addresses are right.
The screen lookes scrambled but the the VRAM data is identical.


Can anyone help me with this problem??

thank you.
d-fader^TeddyWareZ

PS. I just wanna state again that we don't want to have this data for
stealing it... We just want to use it for our tests, because else we have to
make the gfx first, and that takes time... We want this project to be
finished as quickly as possible, because the game rules big-time... Please
understand that...

PS. And NO. Our game will not be in screen 2... ;)


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