also started the msx version as well - the .rom file is created fine, but i still don't know why the .rom file isn't running on OpenMSX - if someone know, please let me know!
for now, the idea is to support msx1, msx2, msx2+, and gfx9000 in the libraries - and having zxbasic-compiler as an useful tool for creating stuff like for contests like msxdev (for this year, the deadline is at november 30! )
i started to have something working, but i can't use 'sub fastcall' as i needed - with multiple parameters (for msxscreen, msxvpoke, etc.) - maybe because the stack? how can we fix this?
06-09-2013, 10:38 PM (This post was last modified: 08-03-2021, 10:21 AM by boriel.
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I think i found the problem - I think it is because i need to allocate the variables in a ram memory area, not the stack area
The problem on MSX is we have the memory arranged in 16k banks - for example, in this case, the rom file is between 0x4000 and 0x7FFF, and the variables needs to be in a different bank, like between 0xC000 and 0xFFFF , or between 0x8000 and 0xBFFF - how can we do this? (i can't find anything about at https://zxbasic.readthedocs.io/en/docs/z...ne_Options )
yes, it seems that "dim eee as uinteger at $E000" fixes the situation (something is working now! yes! \o/ ), but we need to declare and allocate each variable... :S
(interesting if we could do that automatically from a command line at zxb.py ... )
nitrofurano Wrote:yes, it seems that "dim eee as uinteger at $E000" fixes the situation (something is working now! yes! \o/ ), but we need to declare and allocate each variable... :S
(interesting if we could do that automatically from a command line at zxb.py ... )
AFAIK this is a planed feature for a future version of ZXBC. We told already about it some time ago.
nitrofurano Wrote:yes, it seems that "dim eee as uinteger at $E000" fixes the situation (something is working now! yes! \o/ ), but we need to declare and allocate each variable... :S
(interesting if we could do that automatically from a command line at zxb.py ... )
AFAIK this is a planed feature for a future version of ZXBC. We told already about it some time ago.
yes, i knew this from long time - just like us, Boriel saw a huge potential on this cross-compiler being flexible and extensible - as i think you know, this approach is an (important, imho) experimental part for helping this development process, this planed feature for a future version as you are talking about
and since we can consider these Sega-SMS, CCE-MC1000 and MSX extensions as officially working, i imagine that on the future version we would see (specially if we can help on the development) some cleanup, and creating content for all these machines directly and simply, without needing further scripts, patches, and so on...
btw, LCD, did you try to run that .rom file from the attachment above (the "4b") on OpenMSX or any other MSX emulator?
06-10-2013, 06:41 AM (This post was last modified: 08-03-2021, 10:25 AM by boriel.
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nitrofurano Wrote:and since we can consider these Sega-SMS, CCE-MC1000 and MSX extensions as officially working, i imagine that on the future version we would see (specially if we can help on the development) some cleanup, and creating content for all these machines directly and simply, without needing further scripts, patches, and so on...
I hope so as I really want to make again some games for SAM Coupé.
nitrofurano Wrote:btw, LCD, did you try to run that .rom file from the attachment above (the "4b") on OpenMSX or any other MSX emulator?
Not yet, I have almost no free time at moment. You probably noticed that I currently sell tons of retro programming books on eBay: http://www.ebay.at/sch/misutakurashiku/m...1023149181
That consumies almost all of my free time, apart from this, There is still lot to do in BorIDE.
06-10-2013, 07:32 AM (This post was last modified: 08-03-2021, 10:29 AM by boriel.
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LCD Wrote:Not yet, I have almost no free time at moment. You probably noticed that I currently sell tons of retro programming books on eBay: http://www.ebay.at/sch/misutakurashiku/m...1023149181
That consumies almost all of my free time, apart from this, There is still lot to do in BorIDE.
06-10-2013, 09:58 AM (This post was last modified: 08-03-2021, 10:29 AM by boriel.
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boriel Wrote:
LCD Wrote:Not yet, I have almost no free time at moment. You probably noticed that I currently sell tons of retro programming books on eBay: http://www.ebay.at/sch/misutakurashiku/m...1023149181
That consumies almost all of my free time, apart from this, There is still lot to do in BorIDE.
Why are you selling them?
I need Space and money, so I decided to reduce the amount of my books dramaticaly (mostly doublets or BASIC books, because I'm very good in BASIC now ). Already 1000 books sold (Austria biggest retro-Books collection). Still over 1000 Books left here at my mothers place. Last week I sold 130 books and some othe stuff on eBay, mostly PASCAL and BASIC Books, some of them very rare (Thomson TO 7 book, etc). I'm a Messie and cannot even move. I overdid it a little while collecting every retro book I was able to purchase.
nitrofurano Wrote:(sorry interrupting the conversation - i did a small and slow progress - i'm still struggling on palette and sprites)
yes, these books are historic, good old memories we have from this kind of books from 80's, a lot we learned from them...
I downloaded the emulator and inserted the rom cartridge and got a colorful screen but I think it crashed.
The screen looked like it was filled with random dots.
Sorry, but at the moment I'm in a *hard* deadline, and won't be available until weekend. :?
I will try to examine it. Basically, I think (not sure 100%), most traditional compiler / assemblers address banks declaring .DATA, .STACK, .CODE "segments" and the like.
Z80 does not uses this addressing, but flat memory access.
Nice to find a generic solution, or to find out how other compiler /assemblers for MSX deals with this...
06-13-2013, 09:46 AM (This post was last modified: 08-03-2021, 10:25 AM by boriel.
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this update is about sprite moving (screenshot: http://img10.imageshack.us/img10/8990/20...0x800s.png) - and the code has some traces of msx2+ display modes use (commented in the code, not being used in the rom file) which will be improved soon