artrag

Results 21 comments of artrag

Be aware also of the fact that the new VDP has less restrictive timing. On msx2 (with a plain z80 @3.5MHz) you do not need to wait between consecutive VRAM...

My code is tested on v9938 and on v9958 and works well on both. The timing is guaranteed by the size of the involved data (the vdp moves 8 bytes...

The cost function in my implementation is the mse, which is equivalent to maximize the conditional probability when the error is gaussian. It is a direct implementation of the Viterbi...

You could define a function in auxiliary that unrolls 32 outi and you could call it every time you update the sprite definitions and the screen. Define multiple entry points...

A nice trick to see when I/O happens in the raster time is to change r7 before an I/O block and reset it soon later.

Yes, so you see when things happen and you can use the unrolled outi only for I/O within vblank time

I'm pointing to the stand alone player. You have to files: MBPLAY.SRC which is the actual player, and MBLOADER.SRC which loads the MDM files in ram. It is useful becouse...

Hi aoineko, I can provide you the best algorithms for horizontal scrolling both for msx 1 and msx2, but their integration in a general purpose framework isn't a easy task....

I've seen the demo, are you using sprites to mask borders? How many do you leave for the game? If you need support for bitmap modes let me know

Mine is a tricky algorithm involving the parallel work of z80 and vdp without recurring to sprites for masking the borders. Moreover be aware that you cannot change R18 while...