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Kiwi

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Kiwi last won the day on August 8 2014

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About Kiwi

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  • Birthday 02/07/1983

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  1. Waiting for the for the next few dots to load...
  2. Make sure..... ..... to let the... mod..erat......or let you... edit 1st.......pos...t.
  3. Ahh yeah. Pressing * or # at the phoenix ROM selection menu will enable/disable sprite limitation. >I found that the order in which I load the vram affects the result I reorder sprites every frame to do sprite flickering affect when there's more than 4 on a line.
  4. The only way to get a feedback where the scanline on the screen is to read the status vdp register to see if there's 5 sprites on a line or bit c is on. I tried to attempt that, but wasn't successful. However, I was able to do a screen load trick for Cookie Monster by turning off the screen midway the screen in decreasing for() with dummy math problem per frame.
  5. I'm not sure how you're doing the conversion and I've been watching a lot of game shows lately. So kinda don't want to give away the answer completely if you're doing this project as a puzzle. The first 2 bytes 0xaa 0x55 is to tell the Colecovision to skip the BIOS title screen routines. I attached the .map file where the data are located. Seems like I went over 16 KB in bank1, opps. Probably can skip loading a45 that's address 0xf157 in bank 1, and 0xc00e a45c. Maybe the .map file can tell you where the data are at in the assembled ROM. I think MSX RAM starts earlier than 0x4000 and the cartridge is mapped 0x4000-0xFFFF, which Colecovision RAM starts 0x6000-0x7FFF(mirrored 8 times) and ROM starts 0x8000-0xFFFF. BlueMSX have the Colecovision Megacart mapper provided. Hopefully the hints I provided helps. Maybe you want to go for door number 2, wait nevermind. crtcv.map
  6. It's basically 1 fixed 16KB lower ROM and 16 bankable Upper ROM. The source code is basically loading image/color from RLE format. Nmi is disabled through out. I don't think MSX has vram corruption issue that Colecovision does. All I know MSX has their interrupt connected to INT and not NMI for the VDP. #define SWITCH_IN_BANK1 { dummy=(*(volatile unsigned char*)0xFFF0); } // b0 with 64k #define SWITCH_IN_BANK2 { dummy=(*(volatile unsigned char*)0xFFF1); } // b0 with 64k #define SWITCH_IN_BANK3 { dummy=(*(volatile unsigned char*)0xFFF2); } // b1 with 64k #define SWITCH_IN_BANK4 { dummy=(*(volatile unsigned char*)0xFFF3); } // b2 with 64k #define SWITCH_IN_BANK5 { dummy=(*(volatile unsigned char*)0xFFF4); } // b0 with 64k #define SWITCH_IN_BANK6 { dummy=(*(volatile unsigned char*)0xFFF5); } // b1 with 64k #define SWITCH_IN_BANK7 { dummy=(*(volatile unsigned char*)0xFFF6); } // b2 with 64k #define SWITCH_IN_BANK8 { dummy=(*(volatile unsigned char*)0xFFF7); } // b0 with 64k #define SWITCH_IN_BANK9 { dummy=(*(volatile unsigned char*)0xFFF8); } // b0 with 64k #define SWITCH_IN_BANKa { dummy=(*(volatile unsigned char*)0xFFF9); } // b1 with 64k #define SWITCH_IN_BANKb { dummy=(*(volatile unsigned char*)0xFFFa); } // b2 with 64k #define SWITCH_IN_BANKc { dummy=(*(volatile unsigned char*)0xFFFb); } // b0 with 64k #define SWITCH_IN_BANKd { dummy=(*(volatile unsigned char*)0xFFFc); } // b1 with 64k #define SWITCH_IN_BANKe { dummy=(*(volatile unsigned char*)0xFFFd); } // b2 with 64k #define SWITCH_IN_BANKf { dummy=(*(volatile unsigned char*)0xFFFe); } // b0 with 64k void main(void) { screen_mode_2_bitmap(); screen_on(); reset: delay(2); SWITCH_IN_BANK1; delay(1); rle2vram(a42,0); rle2vram(a42c,0x2000); delay(8); rle2vram(a43,0); rle2vram(a43c,0x2000); delay(8); rle2vram(a44,0); rle2vram(a44c,0x2000); delay(8); rle2vram(a45,0); SWITCH_IN_BANK2; rle2vram(a45c,0x2000); delay(8); rle2vram(a46,0); rle2vram(a46c,0x2000); delay(8); rle2vram(a47,0); rle2vram(a47c,0x2000); delay(8); rle2vram(a53,0); rle2vram(a53c,0x2000); delay(8); SWITCH_IN_BANK3; rle2vram(a55,0); rle2vram(a55c,0x2000); delay(8); rle2vram(a56,0); rle2vram(a56c,0x2000); delay(8); rle2vram(a57,0); rle2vram(a57c,0x2000); delay(8); rle2vram(a58,0); SWITCH_IN_BANK4; rle2vram(a58c,0x2000); delay(8); rle2vram(a59,0); rle2vram(a59c,0x2000); delay(8); rle2vram(a60,0); rle2vram(a60c,0x2000); delay(8); rle2vram(a61,0); SWITCH_IN_BANK5; rle2vram(a61c,0x2000); delay(8); rle2vram(a62,0); rle2vram(a62c,0x2000); delay(8); rle2vram(a63,0); rle2vram(a63c,0x2000); delay(8); rle2vram(a64,0); SWITCH_IN_BANK6; rle2vram(a64c,0x2000); delay(8); rle2vram(a65,0); rle2vram(a65c,0x2000); delay(8); rle2vram(a66,0); rle2vram(a66c,0x2000); delay(8); rle2vram(a67,0); SWITCH_IN_BANK7; rle2vram(a67c,0x2000); delay(8); rle2vram(a71,0); rle2vram(a71c,0x2000); delay(32); rle2vram(a75,0); SWITCH_IN_BANK8; rle2vram(a75c,0x2000); delay(32); rle2vram(a79,0); rle2vram(a79c,0x2000); delay(16); rle2vram(a81,0); rle2vram(a81c,0x2000); delay(8); rle2vram(a82,0); SWITCH_IN_BANK9; rle2vram(a82c,0x2000); delay(8); rle2vram(a83,0); rle2vram(a83c,0x2000); delay(8); rle2vram(a84,0); rle2vram(a84c,0x2000); delay(8); rle2vram(a85,0); SWITCH_IN_BANKa; rle2vram(a85c,0x2000); delay(8); rle2vram(a86,0); rle2vram(a86c,0x2000); delay(8); rle2vram(a87,0); rle2vram(a87c,0x2000); delay(8); rle2vram(a88,0); SWITCH_IN_BANKb; rle2vram(a88c,0x2000); delay(8); rle2vram(a89,0); rle2vram(a89c,0x2000); delay(8); rle2vram(a90,0); rle2vram(a90c,0x2000); delay(8); rle2vram(a91,0); SWITCH_IN_BANKc; rle2vram(a91c,0x2000); delay(8); rle2vram(a92,0); rle2vram(a92c,0x2000); delay(8); rle2vram(a93,0); rle2vram(a93c,0x2000); delay(8); rle2vram(a94,0); SWITCH_IN_BANKd; rle2vram(a94c,0x2000); delay(8); rle2vram(a95,0); rle2vram(a95c,0x2000); delay(8); rle2vram(a96,0); rle2vram(a96c,0x2000); delay(8); rle2vram(a97,0); SWITCH_IN_BANKe; rle2vram(a97c,0x2000); delay(8); rle2vram(a98,0); rle2vram(a98c,0x2000); delay(8); rle2vram(a99,0); rle2vram(a99c,0x2000); delay(8); rle2vram(aa0,0); SWITCH_IN_BANKf; rle2vram(aa0c,0x2000); delay(16); rle2vram(aa2,0); rle2vram(aa2c,0x2000); delay(8); rle2vram(aa3,0); rle2vram(aa3c,0x2000); delay(8); a=1; delay(60); goto reset; }
  7. for line 126, you forgot to add if santay=71 then So the full statement for that line which is different than the quoted above is now, if santay=26 then if COL0 and HIT_SPRITE2 then santax=santax-1 : onland=1 if santay=35 then if COL0 and HIT_SPRITE3 then santax=santax+1 : onland=1 if santay=44 then if COL0 and HIT_SPRITE4 then santax=santax-1 : onland=1 if santay=53 then if COL0 and HIT_SPRITE5 then santax=santax+1 : onland=1 if santay=62 then if COL0 and HIT_SPRITE6 then santax=santax-1 : onland=1 if santay=71 then if COL0 and HIT_SPRITE7 then santax=santax+1 : onland=1 It should work better now.
  8. if movingtimer<movingspeed then goto ihatethis This is skipping the collision detection branches entirely when you use the disc to move when the ice isn't moving. I think you meant, if movingtimer<movingspeed then movingtimer=0 ice1x=ice1x-1 ice2x=ice2x+1 ice3x=ice3x-1 ice4x=ice4x+1 ice5x=ice5x-1 ice6x=ice6x+1 end if
  9. Kiwi

    CPUWIZ in hospital

    Isn't it just pepporoni? I seen someone eat one in Mallrats.
  10. Welcome to the party. You can probably use 1 MOB to display the air meter. Pearl, wouldn't be too important and can be brought up upon pause. I use this to display bar of fuel. air00: BITMAP "X......X" BITMAP "X......X" air01: BITMAP "X......X" BITMAP "X......X" air02: BITMAP "X......X" BITMAP "X......X" air03: BITMAP "X......X" BITMAP "X......X" air04: BITMAP "X......X" BITMAP "X......X" air05: BITMAP "X......X" BITMAP "X......X" air06: BITMAP "X......X" BITMAP "X......X" air07: BITMAP "X......X" BITMAP "X......X" air08: BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP "XxXxxXXX" BITMAP statement only be taken by pairs, so this is what I come up with.
  11. Kiwi

    CPUWIZ in hospital

    Aw man, get well soon man.
  12. Should be do-able. Use 1 MOBs for AIR, and the score can be shown between death or use couple MOBs to show score on screen. Majority of the objects can be backtab.
  13. Sneak Bubsy 1 and 2 on his list when he's not looking. I believe I watch majority(all) of Battle of the Ports, I started from current all the way to the voiceless videos. I'm glad you added voice over. It's nice to hear information about your experience playing the game and I do like your voice.
  14. One suggestion for nanochess is to have all the text that can be invoked by typing only Intycolor.exe in a command line into a new notepad to refer to. I'm not sure many people are aware of typing Intycolor in command prompt will give a big list of command. And clicking on it in windows will dismiss it immediately, maybe insert something like press any key to continue message. I usually boot up Run and type or select the pretyped command of IntyCOLOR, usually it dismiss it when it done and I have a new .bas file. It may help people figure IntyCOLOR out better. I think having a seperate manual for Intycolor would be good. It is a great program, and I use it to transfer tilesets to Intycolor.
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