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Post by oss003 on Mar 1, 2020 18:38:12 GMT
Jonathan,
I found another bug which occurs for all machines:
First go to Tools -> Script generator and then Generate scripts. Then open the block-, sprite-, object- or screen editor. Now you will notice that you are drawing as soon as you move the mouse without pressing the left mouse button.
This also happens sometimes when editing a game but I can't reproduce those events.
Greetings Kees
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Post by lamptonworm on Mar 14, 2020 10:56:37 GMT
"This also happens sometimes when editing a game but I can't reproduce those events." - I've had this also, but unable to reproduce, I was blaming my track pad until now
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Post by jltursan on Oct 19, 2020 19:41:32 GMT
And the last for jltursan : A msx2 version would be the graal !!!
This could be of interest for you :
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Post by jltursan on Oct 19, 2020 19:47:36 GMT
...and about the MSX1 version, I've mostly ready a new release with all this changes: Fixed: Sprite flicker bug (MSX freezes) due a byte boundary overrun. Table colltab must not cross a byte boundary to avoid this. Added: Some cycles saved in plot pixel routine Added: CRUMBLE command routine Fixed: Keyboard scanning back to 50fps to fix some positioning problems when controlling characters Fixed: PSG initialization bug filling registers with illegal values Fixed: Some optimization to the ayFX replayer routine Fixed: PSG wrong reset sound when multichannel mode active (FX_MODE=1) Fixed: Serious bug in the PSG dumping routine (PT3 specially affected) Added: Support for Metablocks (2x2 characters map blocks) Fixed: UNDOSPRITEMOVE support Fixed: Sometimes player sprite was not initialized correctly when changing screen Just a little more testing and I'll upload it
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Post by roolandoo on Nov 1, 2020 14:56:07 GMT
Hi jltursan , I'm finishing porting my game "La Reliquia" (roolandoo.itch.io/lareliquia) to MSX using MPAGD and your tool. I'm using the default controls (no DEFINECONTROLS is added to the code). Joystick 1 and 2 are supposed to work automatically, right? At least, in emulator they don't work for me. I have to do something in the code to activate it. Thanks...
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Post by jltursan on Nov 3, 2020 12:00:21 GMT
Not sure if I've understood correctly your problem; but IIRC both MSX Joysticks are different controls. Set CONTROL to 1 for joystick 1 or 2 for joystick 2. DEFINECONTROLS only modifies the keys assigned to each action for CONTROL 0.
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Post by roolandoo on Nov 3, 2020 16:25:02 GMT
Thank you jltursan, I realized that yesterday.
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Post by joesg on Mar 2, 2021 18:37:44 GMT
Hola, estoy acabando un juego en MSX Suite. Quiero meter alguna musica mas, algun grafico, etc Alguien puede decirme como saber el espacio que te queda libre de la ROM para meter mas musicas, gfx, etc
Hi, I'm finishing a game with the MSX Suite. I want to add some tunes, gfx, etc Someone can tell me how can I know the free space that rest in the ROM to add more tunes, gfx, etc
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Post by jltursan on Mar 3, 2021 14:09:49 GMT
If you're using the last MSX AGD Suite (and IIRC, older version do the same), the build.bat script, invoked by WinAGD, always reports a memory report, both used & free ,ROM or RAM. Check the DOS console and look for these messages.
Si estas usando la última versión (o si no me falla la memoria, también la mayoría de las antiguas), el script build.bat, que invoca el WinAGD, siempre genera un informe de la memoria empleada o disponible, ya sea ROM o RAM. Fíjate en la consola DOS abierta que seguro que allí puedes encontrar estos mensajes.
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Post by joesg on Mar 4, 2021 4:27:23 GMT
gracias por constestar, pero donde? este es lo que me sale, donde esta lo que me queda de espacio libre para la .rom?
thanks, but where? this is my output, where is the free space of the .rom that remains?
D:\PROGRAMACION\MultiPlataformAGD\V0.7.10\Suite MSX>build -c mygame OpenMSX home directory set to default... Setting default mode to ROM cartridge with 32K... Setting default MSX emulation to MSX1... ========= Creating ROM distribution =================================================== AGD Compiler for MSX1 Version 0.7.3 (C) Jonathan Cauldwell March 2019 Cartridge mode selected. ROM size: 32K Sourcename: mygame.agd Output: mygame.asm game.cfg created ....
El sistema no encuentra la etiqueta por lotes especificada: filesize File compiled successfully! Binary size:3977 Program binary:4000-4F88 Variables area size:3977 ======================================================================================= Process finished!!
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Post by jltursan on Mar 4, 2021 8:53:26 GMT
Mmmm, seems that it's not one of the last versions. Try to update it to the last version found here. Be careful updating, backup your actual WinAGD installation and then, overwrite every "Suite MSX" file (or add the new ones) to get an updated release. Then, remember what's pointed out in the README, in the last version YOU NEED to point to an actual emulator installation (OpenMSX, blueMSX or fMSX) in your machine, use the environment variables specified in the document. With your actual version, you can guess how much free memory you have. If you are building a 32KB ROM, it spawns over $4000-$BFFF and right now the script shows that it's only 3977 bytes long so seems that you still have free 32768-3977=28791 bytes free. Anyway, that build seems strange to me, it's too much small and that error about filesize..., definitely try updating.
Vaya, parece que no usas una de las últimas versiones. Mira de actualizar a la última versión que encontrarás aquí. Lleva cuidado al actualizar, saca una copia del WinAGD que tengas actualmente y a continuación, sobreescribe los archivos de "Suite MSX" (o añade los que sean nuevos) y acabarás con una versión actualizada. A continuación, recuerda lo que se indica en el README, en esta última versión NECESITAS apuntar a un emulador (OpenMSX, blueMSX or fMSX) instalado en tu máquina, usa para ello las variables de entorno que se indican en la documentación. Con la versión que tienes actualmente puedes deducir cuanta memoria libre te queda. Si estás creando una ROM de 32KB, que va de $4000 a $BFFF y el script te muestra ahora mismo que tu compilación ocupa 3977 bytes, tienes libres 32768-3977=28791 bytes. De todas formas, ese build me parece un poco raro, es demasiado pequeño y ese error acerca del filesize..., definitivamente intenta actualizar.
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Post by joesg on Mar 4, 2021 18:43:21 GMT
De acuerdo. La version del MPAGD es la ultima. Lo que no sabia es que la 'Suite MSX' dentro del MPAGD nuevo era una antigua. Ademas, no es posible que me quede tanto espacio libre ni de lejos. Gracias por todo!
Ok. The MPAGD version is the last. I didn't know the the 'MSX Suite' was old, being in the new MPAGD. Moreover, it's no posible all this free space. Thanks for all!
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Fenris78
Abandoned Uranium Working
Posts: 16
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Post by Fenris78 on May 6, 2024 11:23:59 GMT
Una duda rápida:
¿Como se utilizan los "Metablocks"?
Los he activado en las opciones de compilación y he probado a definir algunos bloques.
Supuse que al no estar soportados por el editor de pantallas, lo que haría sería colocarlos de 4 en cuatro y listo.
Sin embargo veo que los sprites se deforman y no se ve practicamente nada en pantalla.
¿Alguna idea de que puedo estar haciendo mal?
========
A quick question:
How are the "Metablocks" used?
I have activated them in the compilation options and I have tried to define some blocks.
I assumed that since they are not supported by the screen editor, what I would do would be to place them 4 by 4 and that's it.
However I see that the sprites are deformed and practically nothing is visible on the screen.
Any idea what I can be doing wrong?
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