Thanks! I'll check it out!!
And hahaha, didn't even realize people could use save states. But it's fine. I use them for some other games too, hahaha. But yeah, for highscores, it'd be better if levels are played from beginning to end
Also, I just released a new version: v1.3.2 ( https://github.com/santiontanon/transballmsx/releases/tag/1.3.2 ). The changes include stack initialization, and also in MSX/MSX2+ if the game detects the frequency is set to 60Hz, it is changed back to 50Hz (but this can be changed back from the main menu pressing '9' or '0').
Hi Santi, two things:
[] Change this:
di im 1 ld SP,#F380 ;; initialize the stack ei ld A,#C9 ;; clear the interrupts ld (TIMI),A ld (HKEY),A
with:
di im 1 ld SP,#F380 ;; initialize the stack ld A,#C9 ;; clear the interrupts ld (TIMI),A ld (HKEY),A ei
Clear interrupts before enable them.
[] As advice, you should not change the frequency manually. Keep the "native" frequency. Life is at 60hz. :)
re: di/ei: ouch! indeed! my bad! fixed, and release re-uploaded
re: 50Hz/60Hz: I added this change mainly so that the game would go at the intended speed in as many computers as possible. So, do you think it'd be better not to change it automatically at the beginning? (I will still leave the option to set 50/60Hz from the main menu though).
Did you already add V9958 scroll support? If no, any plans?
Hi Manuel, yeah! ARTRAG pushed some routines into the game repository for that a couple of weeks ago. Now there's full support for all three VPDs
Indeed, it works great! I do see a weird 'shift' happening when the screen is wiped, e.g. when you die or cleared the stage.
yeah, that happens . It happens because, right before the screen is being cleared, all the VDP registers are set back to their original value, and the interrupts that enable the "split screen" are reset, since split screen is not needed any more. You will also notice that all the sprites disappear right before the screen clear. It's not perfect, but it does the trick
I still have a bug on turbo-r
I put the Rom into a cartridge, but on turbo-r it's impossible to turn Ship right or Left...
Can someone confirm the problem ?
Yeah, some confirmation would be great. I am a bit puzzled by this, since the way I check "left/right" is exactly the same in which I check for "thrust". So, I wonder why one works but not the other... it works on OpenMSX 0.13 with the same Turbo-R model Eric is trying. But apparently not on the real hardware. Eric, is there any additional hardware extension you have on your Turbo-r?
I tried with ODO in a TR and it works ok (and stage 5 map is ok too, BTW)
Thanks a lot Imanok! At least we got that sorted out
Now still trying to understand why the left/right keys do not work on Eric's real turbo r, but they do work on the emulator