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started msx version - help needed as well
#16
slenkar Wrote:nice demo

does the msx have a similar screen memory layout to the speccy?
MSX is based on TI Video chip with independend memory that cannot be accessed that easy by Z80, and AFAIK the layout is progressive.
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#17
LCD Wrote:
slenkar Wrote:nice demo
does the msx have a similar screen memory layout to the speccy?
MSX is based on TI Video chip with independend memory that cannot be accessed that easy by Z80, and AFAIK the layout is progressive.

thanks!

btw, i'm attaching an update of it, now reading the keyboard (on this example, the keyboard affects on the location of the sprites )
my hope is now being able to submit something to the msxdev-2013 contest, which sadly the deadline is tomorrow, 23:59 of Bilbao time ( i knew it only yesterday... :S <!-- m --><a class="postlink" href="http://karoshi.auic.es/index.php?board=24.0">http://karoshi.auic.es/index.php?board=24.0</a><!-- m --> ) (as obviously, i'm about to submit there just for the fun (and spreading there the sources made on zxbasic, and sharing the amazing experience! Smile ), not for the prize! ;p )

msx has several screen modes: msx1 has 4 (tested on zxbasic), msx2 has more 5 (tested on zxbasic), msx2+ has even more 4 (or 3 (tested on zxbasic), excluding "korean" screen 9), and gfx9990 (unofficial external board, somehow popular in the msx scene) has some more available (and which i'm curious on adding zxbasic support on them as well)

coming back to the earlier one, the msx1 ti video ship is the same as used on sg1000, colecovision and ti99-4a (and maybe also on other hardware i don't know yet...) - there are also ti99-4a "upgraded" (diy) versions using the same video boards of msx2 and msx2+


Attached Files
.zip   example04f_msx_zxbasic_snsmat.zip (Size: 31.34 KB / Downloads: 950)
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#18
one more update attached! (moving a sprite from the keyboard, cursor keys)


Attached Files
.zip   example04g_msx_zxbasic_snsmat_movingsprite.zip (Size: 36.79 KB / Downloads: 1,086)
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#19
one more update: palette


Attached Files
.zip   example04h_msx_zxbasic_snsmat_movingsprite_palette.zip (Size: 33.47 KB / Downloads: 919)
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#20
one more: palette in hexcolour format, printing decimal numbers, etc.
screenshot: <!-- m --><a class="postlink" href="http://img24.imageshack.us/img24/881/von.png">http://img24.imageshack.us/img24/881/von.png</a><!-- m -->


Attached Files
.zip   example05a_msxzxbasic.zip (Size: 39.76 KB / Downloads: 1,359)
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#21
first attempt on sound (not working yet, i don't know why...)


Attached Files
.zip   example05b_msxzxbasic_sound.zip (Size: 41.86 KB / Downloads: 987)
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#22
testing msx2+ a bit better, using hexcolours on a screen mode (12) based on yjk colour space (not very different from cie-lab, i think) instead of rgb

<!-- m --><a class="postlink" href="http://img11.imageshack.us/img11/4894/cpwt.png">http://img11.imageshack.us/img11/4894/cpwt.png</a><!-- m -->


Attached Files
.zip   example06a_msxzxbasic_screen12.zip (Size: 51.68 KB / Downloads: 989)
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#23
one more on screen12 from msx2+, displaying a low-res picture stored in a format like amiga-ham8 (using 8bit pixels for storing 18bitdepth rgb pictures)


Attached Files
.zip   example06b_msxzxbasic_screen12.zip (Size: 63.19 KB / Downloads: 970)
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#24
there is also this one: <!-- m --><a class="postlink" href="http://karoshi.auic.es/index.php?topic=2479.msg29741">http://karoshi.auic.es/index.php?topic=2479.msg29741</a><!-- m -->
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#25
first attempt on writing text on screen12 or screen10 (msx2+)
<!-- m --><a class="postlink" href="http://img51.imageshack.us/img51/9706/ked3.png">http://img51.imageshack.us/img51/9706/ked3.png</a><!-- m -->


Attached Files
.zip   example06d_msxzxbasic_screen12_text.zip (Size: 69.88 KB / Downloads: 985)
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#26
nitrofurano Wrote:one more on screen12 from msx2+, displaying a low-res picture stored in a format like amiga-ham8 (using 8bit pixels for storing 18bitdepth rgb pictures)
Is there a information how it exactly works, anywhere?
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#27
LCD Wrote:
nitrofurano Wrote:one more on screen12 from msx2+, displaying a low-res picture stored in a format like amiga-ham8 (using 8bit pixels for storing 18bitdepth rgb pictures)
Is there a information how it exactly works, anywhere?

Technical documentation you can find at <!-- m --><a class="postlink" href="http://map.grauw.nl/resources/">http://map.grauw.nl/resources/</a><!-- m --> , for example
And in the attachment, you see ./documentation/screen1012.txt that i copied from <!-- m --><a class="postlink" href="http://www.msx-plaza.eu/home.php?page=mccm/mccm72/schermen_eng">http://www.msx-plaza.eu/home.php?page=m ... hermen_eng</a><!-- m -->
The libraries i have at ./library/* are all based on this kind of information available online - some works (what i used from the examples), and some are about to work (specially related to sound and gfx9990 resolutions)
What i don't know if this documentation is enough as starting point (please let me know, LCD! Smile )
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#28
another update: msx2+ 4x1 blocks and text can be set in both YJK colour mode and indexed (0..15) colour mode, from the libraries i created to the purpose

<!-- m --><a class="postlink" href="http://img17.imageshack.us/img17/4582/6pjt.png">http://img17.imageshack.us/img17/4582/6pjt.png</a><!-- m --> (the palette used on characters were stolen from MojonTwins' ZX-Spectrum games, like Subacuatic! ;p )


Attached Files
.zip   example07a_msxzxbasic_screen12_text.zip (Size: 71.46 KB / Downloads: 960)
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#29
LCD Wrote:
nitrofurano Wrote:one more on screen12 from msx2+, displaying a low-res picture stored in a format like amiga-ham8 (using 8bit pixels for storing 18bitdepth rgb pictures)
Is there a information how it exactly works, anywhere?
sorry! (my attention deficit disorder is worse at morning! Big Grin ) - the way i stored the picture was, the most significant 6 bits were for the primary colour used, and the less significant for the primary shift, just like used on Ham8 uncompressed pictures and memory arrangement on Amiga (1 for blue, 2 for red, and 3 for green, and i didn't use 0 for a predefined palette yet, you can figure out that on the chrominance blur noise on the picture) (besides i'm using 8bit bytes as sequence, and not 8*1bit channels like used on real Amiga computers)
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