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playing around with MSX Basic

License: Apache License 2.0

AGS Script 0.77% Shell 1.61% BASIC 96.05% Assembly 0.94% C++ 0.62%
msx-basic

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msx's Issues

Design all rooms (V1)

Some designs for:

  • 2 way rooms
  • 1 way room
  • 1 room to pick object
  • Mechanic tutorial room (i.e. doors, machete, pushing, ice)

Animate screen transition like Golvelious does.

SCREEN SCROLL custom instruction shows promise, but we need to load the new data in the screen somehow (reading from resource address does not work)
We could copy the current and the next room to RAM and that way we could copy from RAM to VRAM.
Not sure how to find out unused RAM from basic, or maybe create an array and just use it using POKE?

Item that allows pulling heavier items

Current design: Magnet and metal crates.

Current state:

  • Heavy crates can always be pushed
  • When pushed, they polymorph into normal crates

Done:

  • Magnet can be collected, shows in items, does not redraw on screen

pushing crates across doors bug

When pushing a crate over a door, it closes (it checks that we are moving something across something that is not a door?

Maybe just avoid this type of puzzle

Screencast.from.06-16-2023.10.44.59.PM.webm

Tool to convert Sprite Sheet in PNG to HEX file that can be loaded as a resource

Aseprite can export a png sprite sheet, but msxbas2rom prefers to import binary hexadecimal files (compressed with pletter). This would be the most convenient way to work with sprites if we had such a tool.

Similar code examples exist, so it should not be too complicated to do

Combine the PNG reader for sprites from RetroDeluxe and the hex output from nMSXTiles into a command line tool that reads a png and creates a sprite sheet, actually, nMSXTiles does png parsing too

https://github.com/pipagerardo/nMSXtiles/blob/master/src/cscreenw.cpp

  • ExportScreenBinPletter
  • ImportTilesPNGAdv

https://github.com/retrodeluxe/rlengine-msx/blob/master/tools/png2header.c

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