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Please consider supporting my research on Buy Me A Coffee so I can continue to find and fix such issues next year!
-V9990 I/O level compatibility
-Sprite Linking with relative coordinates. There's a little known feature of MSX-BASIC for moving multi-layered sprites with 1 PUT SPRITE instruction. Doing this in hardware, adding relative coordinates, you could move and animate large objects easily.
-V9990 I/O level compatibility
-Sprite Linking with relative coordinates. There's a little known feature of MSX-BASIC for moving multi-layered sprites with 1 PUT SPRITE instruction. Doing this in hardware, adding relative coordinates, you could move and animate large objects easily.
I wonder how other FPGA implementations fare.
I wonder how other FPGA implementations fare.
MSX1 (prototype)
MSX2 (intended specs w/ V9938 VDP)
MSX2+ (polished specs w/ V9958 VDP)
MSXturboR (innovate w/ dual Z80 & R800 CPU)
MSX2++ (ultimate 8-bit w/ R80 CPU & V9968 VDP)
MSXturboR+ (ultimate 16-bit w/ R900 CPU & V9978 VDP)
MSX3 (next-gen 32-bit w/ R1800 CPU & V9988 VDP)
(3/3)
MSX1 (prototype)
MSX2 (intended specs w/ V9938 VDP)
MSX2+ (polished specs w/ V9958 VDP)
MSXturboR (innovate w/ dual Z80 & R800 CPU)
MSX2++ (ultimate 8-bit w/ R80 CPU & V9968 VDP)
MSXturboR+ (ultimate 16-bit w/ R900 CPU & V9978 VDP)
MSX3 (next-gen 32-bit w/ R1800 CPU & V9988 VDP)
(3/3)