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^...
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
]
] 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
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
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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
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
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
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
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