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Core Dump


Core Dump Work in progress The Gallery Technical information





Technical Info

The New Scroll Routine

MSX more or less implies that you end up with a 8x8 block scroll routine if you don't want to use hardware sprites.

Having said that, this new scroll routine pushes all limits, speed wise as well as resource-wise.

  Akin Core Dump
Display Fixed scroll window Up to four variable sized scroll windows (a.k.a. "cameras")
Size: 240 by 128 pixels Maximum total size: 256 by 192 pixels
Size fixed in code Number and size of cameras can and will be changed real-time. Example: Lay down a mine... extra camera window appears, showing the mine until it explodes.
Non-sprite graphics Three layer scroll Three layer scroll
Static parallax background of 240 x 128 pixels Static parallax background of 256 x 192 pixels
256 8x8 blocks for layer 2 256 8x8 blocks for layer 2
256 8x8 blocks for layer 3 256 8x8 blocks for layer 3
Map size Three restrictions:
(1) 1 to 255 blocks wide
(2) 1 to 255 blocks high
(3) Maximum size: 16 kB of block numbers
Three restrictions:
(1) 1 to 255 blocks wide
(2) 1 to 255 blocks high
(3) Maximum size: 32 kB of block numbers
Sprite graphics Object table:
64 objects with 32 bytes of state representation each.
Object table:
64 objects with 32 bytes of state representation each.

But now with quicker access methods... much quicker!
  • 5 sets of 256 8x8 blocks
  • 8 kB allocated for the sprite-maps (these turn the little blocks into coherent monsters, also used for animation)
  • Maximum size: 255 by 255 blocks
  • 5 sets of 256 8x8 blocks
  • 16 kB allocated for the sprite-maps (these turn the little blocks into coherent monsters, also used for animation)
  • Maximum size: 255 by 255 blocks

Cas Cremers


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