Autor
| 5th sprite on mxs1
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ARTRAG msx master Mensajes: 1747 | Publicado: Abril 30 2006, 15:53   |
A very basic question
I was expecting to read the "5th sprite flag" reading the location at 0xF3E7
and doing a bit 6 operation, my code (the compiler's one) is
halt
ld a,(F3E7)
bit 06h,a
jp nz,l70
[...]
Using the debugger (in bluemsx) i find that A=9Fh independenty from the
fact that i put 5 sprites in row!
Where am I wrong?
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wolf_
 msx legend Mensajes: 4780 | Publicado: Abril 30 2006, 15:56   |
msx1 has only 4 sprites max on a row .. there's no 5th sprite ... unless you mean something completely different  |
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ARTRAG msx master Mensajes: 1747 | Publicado: Abril 30 2006, 16:00   |
I mean the status register of the VDP
there should be a bit that says that there are more than 4 sprites in row...
how to read it and WHEN ?
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ARTRAG msx master Mensajes: 1747 | Publicado: Abril 30 2006, 16:12   |
moreover, I see that bluemsx changes the lsb 5bits of the
status register (that encode the 5th sprite attribute plane)
only when the 5th sprite is completely cancelled,
it this normal and consistent with the real HW ?
I whould have expected to have the lsb 5bits changing, even if the 5th sprite was partially cencelled !
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ARTRAG msx master Mensajes: 1747 | Publicado: Abril 30 2006, 16:15   |
Open MSX works!! This seems to be a bug of bluemsx...
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mars2000you msx master Mensajes: 1723 | Publicado: Abril 30 2006, 16:45   |
This bug will be fixed in future version 2.5 of blueMSX.
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