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Post by Mairtrus on Jan 8, 2008 21:04:16 GMT -5
Hello everyone! Does anyone know how I can do to directly insert bytes in the memory of 68k(the RAM memory... )? I mean, to directly modify the values of a variable integer or long. It was understood what I said?
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Post by Mairtrus on Jan 3, 2008 10:21:15 GMT -5
Amazing! Very good game, evgeny! I guess that the source of this game will never be revealed, right? You did an excellent job porting this game from the NES (it was from NES, right? ). I think this definitely shows all the power which has BasiEgaXorz.
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Post by Mairtrus on Jan 1, 2008 20:52:52 GMT -5
Shiru, there is a problem in your page? I have trouble downloading the latest version of TFM Music Maker. I think that your FTP server is not currently working. Please, fix it!
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Post by Mairtrus on Dec 31, 2007 8:57:58 GMT -5
YES! Finally! A decent sound driver for BEX written entirely in BEX, and only uses 84 bytes! You are brilliant Shiru. Now I must learn how to use a tracker (I never learned to use one ...) Doing some tests, I discovered that in the line:
if TvType()=0 then 'speed compensation for NTSC [b]if vTfdFrameCnt%10=0 then return[/b] endif The value for the speed compensation(10), perhaps is a little high, which produces that the music runs a little faster than normal. With a value of 6 the problem is solved. I am right, or my emulator runs too fast? I am using the TFM v1.0, perhaps this is that affects the final result?
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Post by Mairtrus on Dec 27, 2007 17:29:17 GMT -5
I have a question about the Fake Variables: When I try to compile the example that comes with BEX v1.00, I get an error message that says (among other things) "[...] or a label (label checking must be enabled in options to do this)". My question is, how to fuck can I solve this? I tried everything and I can not achieve that compile the ROM.
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Post by Mairtrus on Dec 25, 2007 17:45:16 GMT -5
Merry Christmas to you too, Devster . Wow , finally, the new version of BasiEgaXorz, long-awaited by all your fans (myself included). It's really great. I have been doing some tests and new commands work really well, especially the subs / function defined by the user. Possibly in the future you could add routines to store data in external files, and so keep scores, savegames, and so on.EDIT: Stupid, stupid me You has added the functions WriteP and ReadP. I love you, man. ¡¡Merry Christmas to all!! .
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Post by Mairtrus on Dec 11, 2007 7:33:14 GMT -5
Hello, It's me again ;D... Perhaps this question sounds a little silly, but someone could teach me how to use correctly the interrupters? Every time I need to make the movement of a character, ship, badnik, etc., always get the same error: "STACK UNDERRUN (START:reset)." Some generous soul willing to help? Thanks ...
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Post by Mairtrus on Dec 6, 2007 11:51:47 GMT -5
Yes, I have seen the work of Tiido, but the sound driver is not yet available. I am wrong?
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Post by Mairtrus on Dec 5, 2007 19:02:49 GMT -5
Err ... Actually, I was referring to the Uchuusen's sound driver , which I think is the best I have seen so far. It's really great, and is completely written in BEX!! For those who do not know, should search on Google, it is not very hard to find ...
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Post by Mairtrus on Dec 4, 2007 18:46:41 GMT -5
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Post by Mairtrus on Dec 2, 2007 22:55:27 GMT -5
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Post by Mairtrus on Nov 28, 2007 16:50:27 GMT -5
PS: can give me a link to you port of Super Mario Bros??? It is currently at a very early stage, because that I am still in the research stage , but as soon as progress a little (more) will put the code so that everyone can download. If you are interested in (or someone) I wrote the Sudoku on BasiEgaXorz and is a 99% complete, and would be happy to share it with everyone.
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Post by Mairtrus on Nov 27, 2007 15:48:54 GMT -5
Great code, zephyr! Maybe use it in my port of Super Mario Bros.. However, I have a question: This is part of the code for the Sonic 1 sound driver?
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