Search found 10 matches

by helmha
Thu Jul 28, 2022 4:42 pm
Forum: Misc
Topic: Visual debugging trouble
Replies: 1
Views: 1209

Re: Visual debugging trouble

Oh nevermind, I got it working! A stupid mistake made with too tired eyes :D
by helmha
Thu Jul 28, 2022 3:54 pm
Forum: Misc
Topic: Visual debugging trouble
Replies: 1
Views: 1209

Visual debugging trouble

Hello I'm struggling getting the source level debugging working on Linux with latest z88dk and vscode. I use MAME with its gdbstub debugger and vscode launching z88dk-gdb. I start MAME with following command: mame sc3000 -cart game.rom -window -resolution 800x600 -debugger gdbstub -debugger_port 123...
by helmha
Wed Dec 15, 2021 1:38 pm
Forum: MSX, SVI, TMS99x8 and Sega Master System
Topic: [+SC3000] Printing text in tile mode
Replies: 8
Views: 4009

[+SC3000] Printing text in tile mode

Hello there. I cannot get (c)printf to work in tile mode but it does work in bitmap mode. putch etc isn't what I'm looking for because I need (c)printf to print out some debugging information on the screen. Is there another way to print text in tile mode? I'm making a ROM if that matters. Thanks in ...
by helmha
Wed Oct 20, 2021 2:56 pm
Forum: MSX, SVI, TMS99x8 and Sega Master System
Topic: Hardware collision detection bit
Replies: 8
Views: 4705

Re: Hardware collision detection bit

Umm... The code written with sjasm also reads the vdp status register at entry and stores it for later use (z88dk interrupt handler doesn't store it), then plays a frame of the music and finally returns to main code. Then I check the previously stored vdp status register value and check for the coll...
by helmha
Wed Oct 20, 2021 11:45 am
Forum: MSX, SVI, TMS99x8 and Sega Master System
Topic: Hardware collision detection bit
Replies: 8
Views: 4705

Re: Hardware collision detection bin

Sure Timmys suggestion works and I've used it in other projects but in this one it's too overmeasured/oversized/overcomplicated (lack of better words). In my tests written with Sjasm collision bit does work reliably enough. But when I want to use that in C with interrupts handling the music, problem...
by helmha
Tue Oct 19, 2021 3:18 pm
Forum: MSX, SVI, TMS99x8 and Sega Master System
Topic: Hardware collision detection bit
Replies: 8
Views: 4705

Hardware collision detection bit

In my game I have 2 sprites. I'd like to have a simple collision detection routine by using the hardware collision bit (bit 5 in VPD status register $BF). How can I access that bit without messing up the interrupts? Because they seem to not work after reading the status register. The status register...
by helmha
Mon Sep 27, 2021 4:49 pm
Forum: MSX, SVI, TMS99x8 and Sega Master System
Topic: Target SC3000 and ROM's
Replies: 4
Views: 3059

Re: Target SC3000 and ROM's

Thanks for updating the wiki.

Yes I know about -compiler=sdcc but haven't used it
by helmha
Fri Sep 24, 2021 2:52 pm
Forum: MSX, SVI, TMS99x8 and Sega Master System
Topic: Target SC3000 and ROM's
Replies: 4
Views: 3059

Re: Target SC3000 and ROM's

Oh nice! I tested by putting -pragma-define:REGISTER_SP=0xc7f0 into my Makefile and that did the trick :) I've used 0xc7f0 for the stackpointer since I started using SDCC and it has worked just fine with ROM's and surely it works with z88dk too. In my opinion there's no need for another subtype, tha...
by helmha
Thu Sep 23, 2021 5:10 pm
Forum: MSX, SVI, TMS99x8 and Sega Master System
Topic: Target SC3000 and ROM's
Replies: 4
Views: 3059

Target SC3000 and ROM's

Hello all I'm having slight trouble getting ROM's working with Sega SC3000 as the target. I'm using a z88dk nightly. Compile command is zcc +sc3000 -subtype=rom -create-app -o game game.c . I found the cause to be in z88dk/lib/target/sc3000/classic/rom.asm : ... defc ROM_Start = $0000 defc RAM_Start...