I don't really ever use 16 color mode so it's not had much testing.
If you provide the example source program, and the Akusprite file your trying to export, I can look and see what the problem is.
Search found 474 matches
- Sat Sep 24, 2022 1:22 am
- Forum: Amstrad CPC Assembly Programming
- Topic: Export RLE from akusprite editor
- Replies: 4
- Views: 4356
- Tue Sep 06, 2022 7:51 am
- Forum: Other Z80 Systems
- Topic: nec pc88 and nec pc6001
- Replies: 2
- Views: 6461
Re: nec pc88 and nec pc6001
I don't know if this request is aimed at me, or just a call out into the ether, but if it's aimed at me, then in the past when I covered a new system it took a minimum of two months work in research. I'm no longer looking for more systems to cover, as I'm already over my limit work and stress wise, ...
- Fri Jul 22, 2022 3:09 am
- Forum: Master System & GameGear Assembly Programming
- Topic: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
- Replies: 15
- Views: 42232
Re: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
If you're real tight on data space, you may want to take a look at the RLE routine I covered here, https://www.chibiakumas.com/z80/multiplatform2.php#LessonM11 (The website says MSX, but this is a typo, the example is SMS - I'll get it fixed) This was borrowed from the SMS game here: https://www.chi...
- Thu Jul 21, 2022 9:28 pm
- Forum: Master System & GameGear Assembly Programming
- Topic: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
- Replies: 15
- Views: 42232
Re: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
If you mean storing a 4x4 bitmap and scaling it to 8x8 then I have no code to do that, though it would not be hard to do using bitshifting to double up the bitmap data, and writing each line of the source to the vram twice. I'm surprised this is something you would want to do. The SMS can store upto...
- Thu Jul 21, 2022 1:14 pm
- Forum: Master System & GameGear Assembly Programming
- Topic: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
- Replies: 15
- Views: 42232
Re: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
Happened across this on my travels in the SMS official docs: Seems the SMS needs up to 30 ticks to process a write. The GG docs uses a combination of "PUSH IX POP IX" as a delay for that purpose - may be worth a try. 15.gif you can get the docs here: https://www.smspower.org/Development/Of...
- Sat Jul 09, 2022 11:02 pm
- Forum: Master System & GameGear Assembly Programming
- Topic: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
- Replies: 15
- Views: 42232
Re: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
Sure, the real question is is it worth it? As you said, the market of 'real hardware' people is only going to shrink closer to closer zero over time. and no matter how hard you work or good a game you make, you'll never earn anything from a physical release - so is it even worth bothering to make it...
- Sat Jul 09, 2022 2:45 pm
- Forum: Master System & GameGear Assembly Programming
- Topic: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
- Replies: 15
- Views: 42232
Re: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
I've come across these kind of problems on the CPC and MSX, and it's basically trial and error until it works. You have to read over the technical docs, come up with a hypothesis of what's going wrong, write a new version of the example that 'fixes' that possible problem, and repeat until the proble...
- Sat Jul 09, 2022 11:08 am
- Forum: Master System & GameGear Assembly Programming
- Topic: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
- Replies: 15
- Views: 42232
Re: Video: Lesson P8 - Tilemap graphics on the Sega Master System & Game Gear
Yeah, I'm afraid I don't really care if my examples work on real hardware or not - I'm a hobbyist, and I only ever state they work on emulators. Testing and debugging for real hardware would take an impossible amount of time (I don't even own real hardware for many of the systems I develop for... I ...
- Thu Jun 30, 2022 8:56 pm
- Forum: ZX Spectrum Assembly Programming
- Topic: Question about lesson S2 - Easy Sprites on the ZX Spectrum
- Replies: 3
- Views: 5373
Re: Question about lesson S2 - Easy Sprites on the ZX Spectrum
As you said, that's simply how the screen memory of the spectrum is organized. To my knowledge there's no simpler way of calculating a VRAM position on the speccy. Try writing a routine that slowly fills the spectrum screen one byte at a time, and you'll see how the areas of the screen are organized...
- Wed Jun 29, 2022 9:19 pm
- Forum: ZX Spectrum Assembly Programming
- Topic: Question about lesson S2 - Easy Sprites on the ZX Spectrum
- Replies: 3
- Views: 5373
Re: Question about lesson S2 - Easy Sprites on the ZX Spectrum
Can I ask if you've learned Z80 at this stage? These tutorials assume you already understand Z80 before you try to get graphics on the screen. You can see the documentation for this lesson here: https://www.chibiakumas.com/z80/simplesamples.php#LessonS2 Unfortunately the screen co-ordinates on the Z...