horizontal scrolling (Development MSX Fora)MSX Resource Center MSX Info Update - Finnish MSX madness at its best           
            
English Nederlands Español Português Russian         
 Nieuws
   Voorpagina
  Nieuws archief
  Nieuws onderwerpen

 Informatie
   MSX Fora
  Artikelen
  Recensies
  Beursverslagen
  Fotoreportages
  Beurzen en meetings
  Enquêtes
  Links
  Zoek

 Software
   Downloads
  Webshop

 MRC
   Wie we zijn
  Kom bij ons team
  Doneren
  Policies
  Contact met het MRC
  Link naar Ons
  Statistieken

 Zoek
 
  

  

 Login
 

Gebruikersnaam

Wachtwoord




Ben je nog niet lid? Klik hier en word MSX vriend!


 Statistieken
 

Er zijn 170 gasten en 2 MSX vrienden online

Je bent een anonieme bezoeker.
 

MSX Fora


MSX Fora

Development - horizontal scrolling

Ga naar pagina ( Vorige pagina 1 | 2 | 3 )
Schrijver

horizontal scrolling

ARTRAG
msx master
Berichten: 1578
Geplaatst: 01 Mei 2005, 01:35   
If you want an example in sc4
use magoo's vscreen.
It is the best opensource project I have ever seen for a platworm
and in my opinion can be easly adapted to a shoot'em up like spacemambow

Sonic_aka_T

msx guru
Berichten: 2260
Geplaatst: 01 Mei 2005, 03:34   
platworm or lintworm?
Sonic_aka_T

msx guru
Berichten: 2260
Geplaatst: 01 Mei 2005, 03:34   
*sorry*
norakomi
msx professional
Berichten: 861
Geplaatst: 05 Mei 2005, 19:07   
I still have some problems with replacing my sprites and scrolling the screen.

I first wait until start of VBLANK with reading status register VR bit.
if it is not set status register is read again and again until VR bit is set.

then I scroll my screen and (rapidly) replace all my sprites.

between some line (lets say between y=100 and y=130 it the sprites still flicker.

Is this my emulator? I still have doubts about reading status register VR bit.
Im not sure if im doing it good. I read all the articles.

First I set the status register number in register 15,
and this in a,($98) and then I bit 6,a until a=1
(if im not mistakin)
after this i reset register 15

though, doing this, or not doing this doesnt seem to make much difference.....
Sonic_aka_T

msx guru
Berichten: 2260
Geplaatst: 05 Mei 2005, 19:44   
It should pretty much work like that. There really shouldn't be any flickering in that case either... If you're using blueMSX or openMSX the emulator shouldn't cause the flickering either... Are you sure you don't exceed the limit of 8 sprites/row? That can cause odd sprite behaviour...
ARTRAG
msx master
Berichten: 1578
Geplaatst: 06 Mei 2005, 12:50   
It's very hard doing debug in this way.
Have you seen the magoo's webpage and code?

ro
msx guru
Berichten: 2296
Geplaatst: 06 Mei 2005, 17:04   
The actuall screen replacement (set adjust + sprites and such) should take place on interrupt (either polling (like u do) or real interrupt calling) and nothing more. so pre calculate all stuff. when doing quick vdp settings (that means NO copying of big gfx for example) it will work perfectly.

When you say much flikkering exists at about 1/3 of the screen it simply means your routine is too slow or has massive other (non vpd) action (like a music replayer) going on BEFORE the actuall adjust/sprite settings.


norakomi
msx professional
Berichten: 861
Geplaatst: 06 Mei 2005, 21:37   
Could you tell me a bit about Real interrupt calling.
*is this like the oninterval thing basic uses?
 
Ga naar pagina ( Vorige pagina 1 | 2 | 3 )
 







(c) 1994 - 2008 Stichting MSX Resource Center. MSX is een trademark van MSX Licensing Corporation.