Re: virtual retrace?

2000-05-09 Thread a.beevendorp
You should put the two sprites within one interrupt to get this working right... I suggest making a little assembly put on the H.TIMI to get this effect right. GreeTz, BiFi Floris 'Tamama' van Gog [EMAIL PROTECTED] schreef in nieuwsbericht [EMAIL PROTECTED]:ðÐÁ^ÀÐÁ^˜ÐÁ^pÐÁ^`ÐÁ^0ÐÁ^...

Re: virtual retrace?

2000-05-09 Thread a.beevendorp
that the color table is linked to the sprite attribute table in screen 4 and above. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Patriek Lesparre Sent: Saturday, April 22, 2000 4:42 PM To: [EMAIL PROTECTED] Subject: Re: virtual retrace

Re: virtual retrace?

2000-04-24 Thread Alex Wulms
] ] On the other hand, maybe it's better to use a ON INTERVAL command. I'm not ] sure how it works, but if it's interrupt driven it might be faster than ] checking S#2 bit 6. Besides, I don't even know you CAN read S#2 in BASIC ] since the interrupt routine always expects S#0! You can read

Re: virtual retrace?

2000-04-23 Thread Patriek Lesparre
Besides, I don't even know you CAN read S#2 in BASIC since the interrupt routine always expects S#0! You can, A=VDP(-2) will do the job. Doh! hehehe, forgot about that one ^^; Patriek MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put "unsubscribe

virtual retrace?

2000-04-22 Thread Floris 'Tamama' van Gog
Hello, i'm once again trying to do something with my MSX, and right now i/m messing with sprites and vpoke/vpeek's (all pretty basic stuff, but you have to start somewhere). Now i'm trying to make a 2 color sprite by putting 2 sprites over eachother. This kinda works, but when i move it, it's

Re: virtual retrace?

2000-04-22 Thread Maarten ter Huurne
On Sat, 22 Apr 2000, Floris 'Tamama' van Gog wrote: i'm once again trying to do something with my MSX, and right now i/m messing with sprites and vpoke/vpeek's (all pretty basic stuff, but you have to start somewhere). Now i'm trying to make a 2 color sprite by putting 2 sprites over

Re: virtual retrace?

2000-04-22 Thread Patriek Lesparre
So i was wondering, is there a way to see when to move the sprites (maybe by use of vrt retr.)? I assume there is because most games i played don't have this icky movement :-) You can read bit6 of VDP status register 2 to find vertical retrace: VDP(-2) and H40 I forgot whether zero or

Re: virtual retrace?

2000-04-22 Thread Laurens Holst
So i was wondering, is there a way to see when to move the sprites (maybe by use of vrt retr.)? I assume there is because most games i played don't have this icky movement :-) You can read bit6 of VDP status register 2 to find vertical retrace: VDP(-2) and H40 I forgot whether

Re: virtual retrace?

2000-04-22 Thread Floris 'Tamama' van Gog
is linked to the sprite attribute table in screen 4 and above. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Patriek Lesparre Sent: Saturday, April 22, 2000 4:42 PM To: [EMAIL PROTECTED] Subject: Re: virtual retrace? So i