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#1
M
Amstrad CPC hardware / Re: AMSDAP - Amstrad MSx aDAPt...
Last post by Mork - Yesterday at 23:13
Yes, two FM-Sound-cartridges and a memory-cartridge. I will try them tomorrow. 
#3
avatar_HAL6128
Amstrad CPC hardware / Re: AMSDAP - Amstrad MSx aDAPt...
Last post by HAL6128 - Yesterday at 22:15
Do you have any other MSX card available to plug it into the socket?
#4
I
Programming / Re: Double buffering query
Last post by IndyUK - Yesterday at 22:13
Hi everyone,

I've not spent a great deal of time on this, in fact judging by the post it's almost been two years (can't believe it). Anyway, I picked it back up again about 2 months ago as there were still things I wanted to learn and try and managed to get the following done.


Nothing major but got things like custom text printing working, which probably not the fastest or best but, works. I kind of wrapped things up in a simple game loop as I've still got other areas I'd like to tackle and is coming along nicely. You will probably have noticed that I managed to get a FPS counter implemented. I think it is reasonably accurate as if I turn off all the sprites and enable vsync, it displays 50. On the left is a score simulation. Since there is no collision detection, I simply increment the count while the fire button is active. I think my text printing code/process is slow as it knocks off almost 10fps while active.

I think I'll look at some simple collision detection next and see how that goes. Would bounding rectangles still be the best approach?

Thanks.
#5
M
Amstrad CPC hardware / Re: AMSDAP - Amstrad MSx aDAPt...
Last post by Mork - Yesterday at 21:33
No, it's a new cartridge from Brazil which works fine with a MSX-computer and also with the 6128 Plus but it blocks the keyboard of my 6128.
The AMSDAP was also not built by myself.
#6
avatar_zhulien
Programming / Re: Tile rendering alternative...
Last post by zhulien - Yesterday at 21:25
With 20x12 tiles visible at one time on screen to draw, I take those 240 bytes out of my 16k banked tile map into main memory, then I page in the actual tiles so I can draw them as fast as possible to screen memory without additional banking. I am not double buffering so the drawing isn't that fast.  For animated tiles maybe I shouldn't assume a full screen of animation but there are some benefits like if I had water tiles and want to animate the water. I'm thinking of making a separate animated tile list so I only redraw what needs animating rather than all.  I am also playing with alternate render logic, rather than rendering tiles in sequence maybe I can speed it up by rending tiles of each type in sequence or perhaps try rendering from top scan line downwards (likely slower?).  
#7
avatar_HAL6128
Amstrad CPC hardware / Re: AMSDAP - Amstrad MSx aDAPt...
Last post by HAL6128 - Yesterday at 21:00
Did you build the card by yourself? Maybe a check of the soldering point would be worth?
#8
Back in the days when home computers had RF output, having a coloured bootup screen did make it easier to tune in the picture in.

Remember tuning the picture in? Remember when TVs actually had physical dials for tuning the channels with, and you maybe only had four presets on the TV? And auntie doesn't want you to use the computer on her TV and if you do, you had better tune the channel back in afterwards.
#9
M
Amstrad CPC hardware / Re: AMSDAP - Amstrad MSx aDAPt...
Last post by Mork - Yesterday at 20:31
Yes.
But the keyboard of the 6128 also doesn't work without the M4, only the TRH9000 being connected.
#10
avatar_HAL6128
Amstrad CPC hardware / Re: AMSDAP - Amstrad MSx aDAPt...
Last post by HAL6128 - Yesterday at 20:23
The M4 is also connected / attached on the AMSDAP?
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