Someone knows Kari Lamassari libs por Pascal?

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Por AxelStone

Prophet (3019)

Imagen del AxelStone

04-03-2015, 22:39

Hi everybody, I'm collecting information about the 2 main compiled languages for MSX (Pascal / C) and I've found a large collection of libraries made by Kari Lamassari for Turbo Pascal. It seems that they cover practically every needed aspect (graphics routines, memory access, etc). I've seen this in youtube:

https://www.youtube.com/watch?v=FotLhU5cB9A

Someone has used this libs? How they are? It's this game made using that libs?

Thanks.

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Por kabish

Master (223)

Imagen del kabish

05-03-2015, 17:42

It's the wonderboy prototype created by Slotman.
You can check it here. WB in Passion MSX
Sources are included in link.

Por raymond

Hero (530)

Imagen del raymond

05-03-2015, 18:48

Yes, I know those libraries and some of the libraries have been used to create the game CLS.

Por enribar

Paragon (1124)

Imagen del enribar

05-03-2015, 19:33

These libs are used in MSX-Pad cross-IDE, with some little modifications.
I've used them for make the demo-test PCAT: http://xoomer.virgilio.it/enribarb/msx/msxsoftware.html

Por AxelStone

Prophet (3019)

Imagen del AxelStone

05-03-2015, 21:27

enribar wrote:

These libs are used in MSX-Pad cross-IDE, with some little modifications.
I've used them for make the demo-test PCAT: http://xoomer.virgilio.it/enribarb/msx/msxsoftware.html

This really is very interesting. I've downloaded and installed MSX-Pad. Aparently it's simply a editor with sintax color, but I don't see the libraries. Must be added to any folder manually? Is available any documentation of this libs? Thanks.

kabish wrote:

It's the wonderboy prototype created by Slotman.
You can check it here. WB in Passion MSX
Sources are included in link.

Thanks, I'm sure I can learn a lot. As I said a few posts before, I'm thinking jump from Basic to C/Pascal since Basic is very memory limited (10Kb!!!!!) and I prefer Pascal.

Thanks everybody for the indications! ;)

Por Manuel

Ascended (18067)

Imagen del Manuel

05-03-2015, 22:03

Kari Lammassaari developed those libs in 1996-1997 and I was testing them for him and at that time put them on my web site, including documentation. Please check my ancient web site: http://manuel.msxnet.org/msx/softw/

Por kabish

Master (223)

Imagen del kabish

05-03-2015, 22:21

I remember that pascal compiler included in MsxPad only works in 32bits mode.

Por AxelStone

Prophet (3019)

Imagen del AxelStone

05-03-2015, 22:27

Manuel wrote:

Kari Lammassaari developed those libs in 1996-1997 and I was testing them for him and at that time put them on my web site, including documentation. Please check my ancient web site: http://manuel.msxnet.org/msx/softw/

Thanks, just I was looking for! ;) One question: when you tested this libs, did you use MSX compiler directly or a cross platform compiler?

Por Manuel

Ascended (18067)

Imagen del Manuel

05-03-2015, 22:42

I used Turbo Pascal 3.0 on the MSX. (Later I moved to TP 3.3f by Frits Hilderink, which is better, but I forgot the exact improvements...)

Por AxelStone

Prophet (3019)

Imagen del AxelStone

05-03-2015, 23:08

Manuel wrote:

I used Turbo Pascal 3.0 on the MSX. (Later I moved to TP 3.3f by Frits Hilderink, which is better, but I forgot the exact improvements...)

Ok, I'll do so. Thanks for your help Wink

Por hit9918

Prophet (2904)

Imagen del hit9918

05-03-2015, 23:49

@Axelstone, libraries. How to put it... there are pset() kind of things when the vram copy is the thing.

How to write a game.
First thing is to have objects.
ability create and kill objects.
then one has a code to move a bulk of these objects.
and a code to move a bulk of those other objects. they have other id.
And then a list telling which objects to create along with the scroll. And kill them when they leave the screen.

This was the tutorial how to code Nemesis. Smile

id, y,x,p,c, dx,dy, someflag, otherflag ...
id, y,x,p,c, dx,dy, someflag, otherflag ...
id, y,x,p,c, dx,dy, someflag, otherflag ...
id, y,x,p,c, dx,dy, someflag, otherflag ...
id, y,x,p,c, dx,dy, someflag, otherflag ...
id, y,x,p,c, dx,dy, someflag, otherflag ...
id, y,x,p,c, dx,dy, someflag, otherflag ...
id, y,x,p,c, dx,dy, someflag, otherflag ...

There it is, the objects rack.
Let's say that if id is 0, then there is free space.
and id = 1 is the player. he is also in there, maybe one day it makes flexibility/code reusage.
now make a function to stuff new objects in there.
the y,x,p,c is ordered for direct copy to vram sprite attribute table. can you code the loop to do the copy to vram? done that, never again in your life you want back put sprite().

Coming from BASIC, those compiler syntax type things might be a frustration and actualy easier start in asm.
When knowing asm, C is more quickly acessible, a plus.

I would first get done a sprite onscreen. To see a response to what one is actualy doing, not always blank screen.
For the beginner the question is how much frustration can one take till throw it in the corner and trample on it.
Done the sprite, I would immedeately rush to the objects rack topic.
Once you got that going, you are on a different level and know your questions and goals.

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