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Development - Cross-development tools? + Emu w/ debugger? (Screen 2 problem...)

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Cross-development tools? + Emu w/ debugger? (Screen 2 problem...)

Sousuke
msx freak
Berichten: 154
Geplaatst: 21 Juli 2004, 23:09   
1. I'm currently developing a mini-game-ROM for MSX1 in Assembler (using tniASM). I've already run small tests to check my emulator-setup.
Unfortunately I'm wasting too much time ripping gfx from VRAM (of course for testing purposes only ), editing them, and writing small converters in order to use them.
So I'm wondering whether there exist some cross-dev tools..?

2. One n00b-problem for the experts out there
After switching to screen 2 (using INIGRP), I can't display anything on the screen. I've already copied my char-set into the VRAM and put some chars on the screen. But even that's not working...
Anyone having a clue?
And which emulator is best suited for dev+debugging? I want to trace my code and check for problems that way.

3. BTW, after switching to a screen mode, how are the VDP-tables (PN, CT, PG, SA, SG, TC, BD) initialized? Guess there's a predefined setup, rite?

Thanks in advance!
pitpan
msx master
Berichten: 1389
Geplaatst: 22 Juli 2004, 00:16   
Do you also copy the color table?

Do you copy all to the three character pattern/character color tables?

To answer all of your questions, have a look at the MSX RED BOOK or any other MSX / TMS9918 book/documentation.

Regards,

Ed Robsy

Sousuke
msx freak
Berichten: 154
Geplaatst: 22 Juli 2004, 03:14   
Thx Robsy, have already solved my 2. problem. All tables had been copied, but didn't update the VDP-registers correctly... :-/

Anyway, is there a good emu w/ debug-mode?
Would have found that bug faster with it
BiFi
msx guru
Berichten: 3142
Geplaatst: 22 Juli 2004, 07:14   
SCREEN 2 has 3 pattern tables which differ per 1/3 of the screen. Same goes for the color tables. In this mode the pattern tables begin at $0000 (top 1/3, size $0800), $0800 (middle 1/3, size $0800) and $1000 (bottom 1/3, size $0800). The name table is filled with 3 times the full character set by default (which begins at $1800, size $0300) and the color tables begin at $2000 (top 1/3, size $0800), $2800 (middle 1/3, size $0800) and $3000 (bottom 1/3, size $0800). The sprite attribute table begins at $1B00 (size $0080) and the sprite pattern table begins at $3800 (size $0800).

[sidenote]A very good example of using these differences can be found in Konami's F1-Spirit. It uses the three parts for slightly different views of the area, like advertising boards.[/sidenote]

If you change pattern data in the $0000-$07FF area, you will be able to see it on the top 1/3 of the screen only. You might need to adapt the corresponding color table as well. Only if you want to move the tables from their default location in VRAM, you don't need to update the VDP-registers.

And for the emulation question: the only MSX emulator I know which has a debugger you can trace your code with is BrMSX. On Linux it's more suggested to use openMSX. It's a pity the debugger for openMSX can't be compiled to work with Windows yet.
manuel
msx guru
Berichten: 3531
Geplaatst: 22 Juli 2004, 09:43   
although not very comfortable: one can still use the console in openMSX to do some debugging... (And of course: anyone can make a debugger for openMSX using the console commands and the remote control protocol...)
Guillian
msx professional
Berichten: 642
Geplaatst: 22 Juli 2004, 12:25   
Quote:


And for the emulation question: the only MSX emulator I know which has a debugger you can trace your code with is BrMSX.


Don't forget NO$MSX
BiFi
msx guru
Berichten: 3142
Geplaatst: 22 Juli 2004, 13:29   
Quote:

Quote:


And for the emulation question: the only MSX emulator I know which has a debugger you can trace your code with is BrMSX.


Don't forget NO$MSX

I said the only MSX emulator I know , but thanks for bringing it to our attention...
Sousuke
msx freak
Berichten: 154
Geplaatst: 26 Juli 2004, 04:56   
Thx all for ur posts!
Too bad brMSX's debugger isn't supported by WinNT-based OS.. Well still got my 2nd PC w/ Win98

manuel: Can the openMSX-debugger for Win be expected soon?
ricbit
msx lover
Berichten: 116
Geplaatst: 26 Juli 2004, 07:09   
Quote:

Too bad brMSX's debugger isn't supported by WinNT-based OS..


BrMSX 2.10 runs fine on WinXP (but without sound).
You can get it in the files section of the msx-rb mailing list (members only).

MSKISS also has an integrated debugger and works fine under XP.
Raster
msx novice
Berichten: 19
Geplaatst: 13 Augustus 2004, 05:07   
Quote:

And which emulator is best suited for dev+debugging? I want to trace my code and check for problems that way.



What about MESS? I'm not sure how accurate it is, but the debugger is excellent.
BiFi
msx guru
Berichten: 3142
Geplaatst: 13 Augustus 2004, 08:13   
Hmm... If MESS has a debugger, I haven't found it yet.
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 13 Augustus 2004, 13:21   
-debug commandline switch
you might have to do a compile with debugger enabled tho...
BiFi
msx guru
Berichten: 3142
Geplaatst: 13 Augustus 2004, 13:23   
So the Win32 version might not have that debugger at all?
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 13 Augustus 2004, 13:35   
It does, but I don't know if it's enabled by default.
Raster
msx novice
Berichten: 19
Geplaatst: 31 Augustus 2004, 16:59   
It's not enabled by default on Win32. You have to compile it in. (It's an option in makefile.mes).

It's very easy to compile MESS for Win32.

I can send you the compiled debug version of MESS if you would like. (It's almost 3MB zipped).
 
 







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