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Development - Moonblaster or scc?

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Moonblaster or scc?

norakomi
msx professional
Berichten: 861
Geplaatst: 03 Juni 2005, 11:53   
what about scc -blaffer and memory (combined with assembly)
(see the 3th reply of this post)

pitpan
msx master
Berichten: 1379
Geplaatst: 03 Juni 2005, 13:03   
Again, I don't think that a game coded in BASIC deserves the name of a full packed Konami game. It is a matter of respect and I think that although you can program a very good game, you shouldn't call it like that.
norakomi
msx professional
Berichten: 861
Geplaatst: 03 Juni 2005, 15:24   
Offcourse Im not coding in basic,
thats not even gonna be possible.....

No dont worry Im coding in assembly,
I just wanted to know how to make a basic loader
(considering the page, slot, sub slot, mapper switching
you do in Wbass2)

But anyway, ..... I still cant figure out how to make a
scc blaffer song play using wbass (I CAN make a sccblaffer
song play using basic)

I followed the precise instruction of the manual, but
I think there is a part of memory of the song that
overlaps a part of Wbass......

any clues how to solve this?
pitpan
msx master
Berichten: 1379
Geplaatst: 03 Juni 2005, 18:40   
Use another assembler or perhaps switch to cross-development tools?

Anyway, if you can get the sources of the BASIC loader/player it would be possible to relocate the rotuines to a more convenient memory position.

And I am not an specialist (sound has always been my weak point), but I remember some complaints about the SCC quality using SCCBlaffer. Apparently, even the first SCC games included more advanced techniques not supported by SCCBlaffer. Again, I haven't used SCCBlaffer by myself and therefore I'm just repeating someone else's opinion about it (probably somewhere in this forum).

norakomi
msx professional
Berichten: 861
Geplaatst: 03 Juni 2005, 20:22   
hmmm,
thats interesting to know.....
Well, Im just gonna experiment with sccblaffer and musica for
a while........
Sonic_aka_T

msx guru
Berichten: 2268
Geplaatst: 04 Juni 2005, 01:50   
If you *really* want to go for a Space Manbow 2 type of game though, and you want it to be any good at all, you'll probably make your life a lot easier by dropping the WB-ASS2 environment. While WB-ASS2 is great, it's just not good for a project as huge as a Space Manbow 2 like shooter. I recommend using an assembler such as tniASM or SjASM. Switch everything to PC development, that'll rid you of problems such as sources that are too big and assembly times longer than 2 seconds. Next, I'd really recommend changing to the DOS environment for your game. This allows you to use RAM on all the available pages, greatly reducing a further number of troubles. You can easily set up your own ISR at $0038, plus if you want you can use some other RSTs for very frequently used calls. You'll have a bit of memory at $C000 you can use for a music routine or something similar, and three more pages to cram full of data and code. Trust me, it works like a charm. Plus in today's world of X-devving it's almost as easy to test your code as it is in WB-ASS2. Heck, with some of the debuggers out there, you can even step through your code to see what's going wrong! Anyhoo, if you're going to *try* making Space Manbow 2, I'd try this way. You'll probably save yourself a lot of time and effort too. To get you started: MSX-DOS .COM files start at $0100, so no ORG $C000...
d-fader
msx lover
Berichten: 71
Geplaatst: 04 Juni 2005, 12:32   
What about Chaos Assembler? The support for the SCC replayer is better than any other assembler, since it's written in Chaos Assembler

norakomi
msx professional
Berichten: 861
Geplaatst: 09 Juni 2005, 12:44   
Quote:

You can easily set up your own ISR at $0038, plus if you want you can use some other RSTs for very frequently used calls


What is an ISR?????
and how do the RSTs work ...????
pitpan
msx master
Berichten: 1379
Geplaatst: 09 Juni 2005, 13:56   
Well, asMSX works pretty well too. But I am aware that the Spanish-only documentation may be a barrier for potential users. Anyway, all the examples included are deeply commented in English.

About ISR, is a way to program periodic tasks by synching them with the Z80 interruptions (such as v-blank and others). And RST XXh are a set of instructions executed very fast, similar to JP XXXXh but in only one byte, jumping to specific addresses (00h, 08h, 10h, 18h, etc.).

norakomi
msx professional
Berichten: 861
Geplaatst: 09 Juni 2005, 19:08   
why are those RST so important......

Whats the difference (next to some speed) inbetween RST and JP......???
norakomi
msx professional
Berichten: 861
Geplaatst: 09 Juni 2005, 19:09   
is the ISR somethink like a hook ?
GhostwriterP
msx addict
Berichten: 312
Geplaatst: 09 Juni 2005, 19:15   
When there is an interrupt the Z80 calls 38h.
Quote:

Whats the difference (next to some speed) inbetween RST and JP......???



RST is a CALL and no JP!!! Big difference.
pitpan
msx master
Berichten: 1379
Geplaatst: 11 Juni 2005, 14:01   
Yes, I forgot all the POPs!
My mistake.
flyguille
msx master
Berichten: 1202
Geplaatst: 11 Juni 2005, 16:47   
RST are too much important. But if i recall correct they aren't faster than a CALL/RET

I use all those in MNBIOS for the more common task. And the more common in general programming is to emulated necesary functions of assembler that lacks in Z80.


rst $0 = reset.... I can't use it.
rst $8 = SET/RES a, d ; IF CF = 1 THEN set a,d ELSE res a, d
rst $10 = BIT a, d
rst $18 = cp hl, de ; [a] is modified NOTE: this one is in MSXBASIC at RST $20.
rst $20 = cp hl, bc ; [a] is modified
rst $28 = cp de, bc ; [a] is modified
rst $30 = driver

why i use for those reasons, because those instructions doesn't exists in Z80.
offcourse, if you by example instead of "cp hl,de" can to use "SBC hl,de" use this last one include when you needs to PUSH/POP hl to save the hl value, becuase the last method is faster). But CP HL,DE has the pros that affects [ZF], when the SBC hl,de instruction doesn't.

the same for "cp hl, bc", but not for "cp de,bc", this last one is faster than "ex de,hl push hl sbc hl,bc pop hl ex de,hl" IIRC or atleast more readable.

about BIT/SET obviusly there is nothing equivalent in z80, including doing something usefull oneself is slower atleast you do a self-modifyng code like mnbios does.

-SPAMMING IN-
about rst $30 aliassed as "driver" is the main hook where all is linked.. it opens a giant world. for any programmer. To take an idea only by default is about more than 100 functions, with GUI and others things at the default package it has more than 250.

And for all the world.... more important than having a moonsound with 1mb of ram is to have a reasonably and doable ammount of 512kb

-SPAMMING OUT-

 
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