Video: Lesson P5 - Bitmap graphics on the TI-83 and MSX

MSX & MSX2 including the V9990 GPU (V9K)
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akuyou
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Video: Lesson P5 - Bitmap graphics on the TI-83 and MSX

Post by akuyou » Wed Apr 24, 2019 8:45 am



http://www.chibiakumas.com/z80/platform.php#LessonP5

The 2 color TI, and the 16 color MSX may seem odd partners, but they both have something in common... their GPU's are not accessible directly from memory!

This means we have to use OUT commands to get data to the screen.
Chibi Akuma(s) Comedy-Horror 8-bit Bullet Hell shooter! // 「チビ悪魔」可笑しいゴシックSTG ! // Work in Progress: ChibiAliens

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John
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Re: Video: Lesson P5 - Bitmap graphics on the TI-83 and MSX

Post by John » Sat Jul 04, 2020 4:48 am

Hello Keith,

According to

https://www.msx.org/wiki/SCREEN

screen 3 is the only true bitmap mode (screen 1 and 2 simulate
bitmap modes with tiles) for the MSX 1.
Do you show anywhere how to use screen 3 MSX?
I am looking how to plot a pixel,with a chosen
colour, in screen 3 using assembly. Of course any other shape
can be built from single pixel. Screen 3 is the fastest
16 colour mode for graphical games, that require individual
pixel control, on an MSX 1-if the lower resolution suits the game
and isn't an issue, of course.

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Re: Video: Lesson P5 - Bitmap graphics on the TI-83 and MSX

Post by akuyou » Sun Jul 05, 2020 6:49 am

No, I'm afraid I don't have any tutorials on that mode... I'll be covering a pixel plotting function of the '3x tilemap' mode soon

Am I reading that right? that the screen has a resolution of 64x48???
Chibi Akuma(s) Comedy-Horror 8-bit Bullet Hell shooter! // 「チビ悪魔」可笑しいゴシックSTG ! // Work in Progress: ChibiAliens

Interested in CPU's :Z80,6502,68000,6809,ARM,8086,RISC-V
Learning: 65816,ARM,8086,6809

John
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Re: Video: Lesson P5 - Bitmap graphics on the TI-83 and MSX

Post by John » Sun Jul 05, 2020 4:34 pm

Yeah, screen 3 is 64 columns by 48; and in addition in can still display some high resolution using the 32 sprites in screen 3. Because it does not use tiles it makes it easier (and uses less memory) to program some type of games in 16 colours such as 3D games (lacking on the MSX-1) or pseudo 3D games e.g. for example this pseudo 3D game in MSX screen 3 https://www.youtube.com/watch?v=yafTKagfBpM

instead of using screen 1 or screen 2. So if the game, or part of a game,suits using lower resolution then this mode maybe easier to program in or save memory.

John
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Re: Video: Lesson P5 - Bitmap graphics on the TI-83 and MSX

Post by John » Mon Jul 06, 2020 4:50 am

A game entry into msx-dev twenty has a 64x48 screen 3 game and it looks great

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