├── demo
├── src
│ ├── autoexec.bas
│ ├── xbasic.bin
│ ├── animtile.bas
│ ├── select.bas
│ ├── ddungeon.bas
│ ├── scroll_t.bas
│ ├── sshooter.bas
│ └── tdungeon.bas
├── output
│ ├── demo.dsk
│ └── demo.rom
└── README.md
├── Preface.pdf
├── examples
├── src
│ ├── play.bas
│ ├── sound.bas
│ ├── animtile.bas
│ ├── s_sprite.bas
│ ├── font.bas
│ ├── ddungeon.bas
│ ├── colision.bas
│ ├── scroll_t.bas
│ ├── sshooter.bas
│ └── tdungeon.bas
├── output
│ ├── examples.dsk
│ └── examples.rom
└── README.md
├── scripts
├── MSX-BASIC-KUN.MX1
├── README.md
├── runMSX.sh
├── runMSXTurbo.sh
├── runMSXProgram.sh
└── createRelease.sh
├── README.md
└── LICENSE
/demo/src/autoexec.bas:
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1 | 10 BLOAD "xbasic.bin",R
2 | 20 RUN "select.bas"
3 |
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/Preface.pdf:
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https://raw.githubusercontent.com/plattysoft/Modern-MSX-BASIC-Game-Dev/HEAD/Preface.pdf
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/examples/src/play.bas:
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1 | 10 TIME=0
2 | 20 PLAY "L4T120O4V8 S13M128 CCGGAAG2 R64 FFEEDDC2"
3 | 30 PRINT TIME
4 |
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/demo/output/demo.dsk:
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https://raw.githubusercontent.com/plattysoft/Modern-MSX-BASIC-Game-Dev/HEAD/demo/output/demo.dsk
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/demo/output/demo.rom:
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https://raw.githubusercontent.com/plattysoft/Modern-MSX-BASIC-Game-Dev/HEAD/demo/output/demo.rom
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/demo/src/xbasic.bin:
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https://raw.githubusercontent.com/plattysoft/Modern-MSX-BASIC-Game-Dev/HEAD/demo/src/xbasic.bin
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/scripts/MSX-BASIC-KUN.MX1:
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https://raw.githubusercontent.com/plattysoft/Modern-MSX-BASIC-Game-Dev/HEAD/scripts/MSX-BASIC-KUN.MX1
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/examples/output/examples.dsk:
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https://raw.githubusercontent.com/plattysoft/Modern-MSX-BASIC-Game-Dev/HEAD/examples/output/examples.dsk
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/examples/output/examples.rom:
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https://raw.githubusercontent.com/plattysoft/Modern-MSX-BASIC-Game-Dev/HEAD/examples/output/examples.rom
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/scripts/README.md:
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1 |
2 | This scripts rely on an environment variable OPENMSX_PATH, if it is not found it defaults to the standard path on MacOS, if you are using Linux or Windows, you might want to set the environment variable yourself
3 |
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/scripts/runMSX.sh:
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1 | #!/bin/bash
2 | if [[ -z "${OPENMSX_PATH}" ]]; then
3 | OPENMSX_PATH=/Applications/openMSX.app/Contents/MacOS
4 | fi
5 | PROGRAM_NAME=$1
6 | killall openmsx
7 | rm -Rf /tmp/tmpdsk 2>/dev/null
8 | mkdir /tmp/tmpdsk
9 | cp $PROGRAM_NAME /tmp/tmpdsk/autoexec.bas
10 | $OPENMSX_PATH/openmsx -diska /tmp/tmpdsk
11 |
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/scripts/runMSXTurbo.sh:
--------------------------------------------------------------------------------
1 | #!/bin/bash
2 | if [[ -z "${OPENMSX_PATH}" ]]; then
3 | OPENMSX_PATH=/Applications/openMSX.app/Contents/MacOS
4 | fi
5 | PROGRAM_NAME=$1
6 | killall openmsx
7 | rm -Rf /tmp/tmpdsk 2>/dev/null
8 | mkdir /tmp/tmpdsk
9 | cp $PROGRAM_NAME /tmp/tmpdsk/autoexec.bas
10 | $OPENMSX_PATH/openmsx -diska /tmp/tmpdsk -cart MSX-BASIC-KUN.MX1
11 |
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/examples/src/sound.bas:
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1 | 100 SOUND 8,&B11000
2 | 110 SOUND 7,&B10111110
3 | 120 SOUND 12,&H0: SOUND 11, &H80
4 |
5 | 200 READ R1, R0, L
6 | 210 SOUND 0, R0:SOUND 1, R1
7 | 220 SOUND 13, 13
8 | 230 IF R1=0 AND R0=0 THEN END
9 | 240 TIME=0
10 | 250 IF TIME<25*L GOTO 250
11 | 260 GOTO 200
12 |
13 | 1000 DATA &H1,&HAC,1, &H1,&HAC,1, &H1,&H1D,1, &H1,&H1D,1
14 | 1010 DATA &H0,&HFE,1, &H0,&HFE,1, &H1,&H1D, 2
15 | 1020 DATA &H0, &H0, &H0
16 |
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/demo/README.md:
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1 | This is the demo for the book. It includes selected examples with slight modifications and a launcher.
2 |
3 | 
4 |
5 | The way the demo is structured is an example of how to use multiple BASIC files in one project to separate functionality.
6 |
7 | [Try the example on WebMSX (dsk)](https://webmsx.org/?MACHINE=MSX1E&DISKA=https://github.com/plattysoft/Modern-MSX-BASIC-Game-Dev/raw/main/demo/output/demo.dsk)
8 |
9 | [Try the example on WebMSX (rom)](https://webmsx.org/?MACHINE=MSX1E&DISKA=https://github.com/plattysoft/Modern-MSX-BASIC-Game-Dev/raw/main/demo/output/demo.dsk)
10 |
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/examples/src/animtile.bas:
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1 | 100 COLOR 15,1,1
2 | 110 SCREEN 2
3 |
4 | 120 ' LOAD PATTERNS AND COLORS
5 | 120 FOR I=0 TO &H1F
6 | 130 READ R
7 | 140 VPOKE I,R
8 | 150 VPOKE &H2000+I, &H20
9 | 160 NEXT I
10 |
11 | 200 ' POPULATE THE SCREEN
12 | 200 FOR I=&H1800 TO &H18FF
13 | 210 VPOKE I, I MOD 2
14 | 220 NEXT I
15 |
16 | 300 ' MAIN LOOP
17 | 300 IF CF=1 THEN CF=0 ELSE CF=1
18 | 310 S=16+CF*8
19 | 320 FOR I=0 TO 7
20 | 330 VPOKE 8+I, VPEEK(S+I)
21 | 340 VPOKE &H2000+8+I, VPEEK(&H2000+S+I)
22 | 350 NEXT I
23 | 360 IF TIME<20 THEN 360 ELSE TIME=0
24 | 370 GOTO 300
25 |
26 | 1000 DATA &H00,&H00,&H00,&H00,&H00,&H00,&H00,&H00
27 | 1010 DATA &H18,&H3C,&H7E,&HDB,&HFF,&H24,&H5A,&HA5
28 | 1020 DATA &H18,&H3C,&H7E,&HDB,&HFF,&H24,&H5A,&HA5
29 | 1030 DATA &H18,&H3C,&H7E,&HDB,&HFF,&H5A,&H81,&H42
30 |
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/scripts/runMSXProgram.sh:
--------------------------------------------------------------------------------
1 | #!/bin/bash
2 | if [[ -z "${OPENMSX_PATH}" ]]; then
3 | OPENMSX_PATH=/Applications/openMSX.app/Contents/MacOS
4 | fi
5 | PROGRAM_NAME=$1
6 | EXTENSION=${PROGRAM_NAME##*\.}
7 | ACTUAL_NAME=${PROGRAM_NAME%\.*}
8 | MSX_FILE_NAME="${ACTUAL_NAME::8}.${EXTENSION::3}"
9 |
10 | WORKING_DIR=$2
11 | killall openmsx
12 | (
13 | echo "set renderer SDLGL-PP";
14 | echo "set power on";
15 | echo "debug set_watchpoint write_mem 0xfffe {[debug read \"memory\" 0xfffe] == 0} {diska insert $WORKING_DIR}";
16 | echo "type_via_keybuf \\r\\r"
17 | echo "type_via_keybuf poke-2,0\\r";
18 | echo "type_via_keybuf run\"$MSX_FILE_NAME\r";
19 | ) | $OPENMSX_PATH/openmsx -control stdio
20 |
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/examples/src/s_sprite.bas:
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1 | 100 COLOR 15,1,1
2 | 110 SCREEN 2,2,0
3 |
4 | 120 DEFINT A-Z
5 | 130 X=96
6 |
7 | 140 FOR I=0 TO 31
8 | 150 READ A$:A=VAL("&H"+A$)
9 | 160 VPOKE I,A
10 | 170 VPOKE &H2000+I,&HF0
11 | 180 VPOKE &H3800+I,A
12 | 190 NEXT I
13 |
14 | 200 S=STICK(0)
15 | 230 IF S=3 THEN X=X+8
16 | 270 IF S=7 THEN X=X-8
17 |
18 | 290 TIME=0
19 | 300 IF TIME<3 GOTO 300
20 |
21 | 310 PUT SPRITE 0,(X,48),14,0
22 |
23 | 320 C=X\8
24 |
25 | 330 VPOKE &H1860+C ,0
26 | 331 VPOKE &H1860+C+1,2
27 | 332 VPOKE &H1880+C ,1
28 | 333 VPOKE &H1880+C+1,3
29 |
30 | 340 VPOKE &H1860+C-1,4
31 | 341 VPOKE &H1860+C+2,4
32 | 342 VPOKE &H1880+C-1,4
33 | 343 VPOKE &H1880+C+2,4
34 |
35 | 390 GOTO 200
36 |
37 | 1060 ' SPACESHIP
38 | 1070 DATA 01,01,01,03,03,02,06,07,0F,0E,1C,3C,7E,F7,E3,C1
39 | 1080 DATA 00,00,00,80,80,80,C0,C0,E0,E0,70,78,FC,DE,8E,06
40 |
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/demo/src/animtile.bas:
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1 | 100 COLOR 15,1,1
2 | 110 SCREEN 2
3 |
4 | 120 ' LOAD PATTERNS AND COLORS
5 | 120 FOR I=0 TO &H1F
6 | 130 READ R
7 | 140 VPOKE I,R
8 | 150 VPOKE &H2000+I, &H20
9 | 160 NEXT I
10 |
11 | 170 STRIG(0) ON: ON STRIG GOSUB 400
12 |
13 | 200 ' POPULATE THE SCREEN
14 | 200 FOR I=&H1800 TO &H18FF
15 | 210 VPOKE I, I MOD 2
16 | 220 NEXT I
17 |
18 | 300 ' MAIN LOOP
19 | 300 IF CF=1 THEN CF=0 ELSE CF=1
20 | 310 S=16+CF*8
21 | 320 FOR I=0 TO 7
22 | 330 VPOKE 8+I, VPEEK(S+I)
23 | 340 VPOKE &H2000+8+I, VPEEK(&H2000+S+I)
24 | 350 NEXT I
25 | 360 IF TIME<20 THEN 360 ELSE TIME=0
26 | 370 GOTO 300
27 |
28 | 400 run"select.bas"
29 |
30 | 1000 DATA &H00,&H00,&H00,&H00,&H00,&H00,&H00,&H00
31 | 1010 DATA &H18,&H3C,&H7E,&HDB,&HFF,&H24,&H5A,&HA5
32 | 1020 DATA &H18,&H3C,&H7E,&HDB,&HFF,&H24,&H5A,&HA5
33 | 1030 DATA &H18,&H3C,&H7E,&HDB,&HFF,&H5A,&H81,&H42
34 |
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/examples/src/font.bas:
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1 | 10 SCREEN 1
2 | 20 LOCATE 0,10:PRINT "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
3 | 30 ST=ASC("A")*8
4 | 40 FOR I=0 TO 207
5 | 50 READ R$
6 | 60 VPOKE ST+I, VAL("&H"+R$)
7 | 70 NEXT I
8 | 80 GOTO 80
9 |
10 | 1000 DATA 02,06,0E,1E,3E,76,E6,76,FE,CC,D8,FE,CC,D8,F0,E0
11 | 1010 DATA 7E,FC,C0,C0,C0,C0,FC,7E,FE,FE,CC,D8,F0,E0,C0,80
12 | 1020 DATA FE,FE,00,FE,FE,00,FE,FE,FF,FE,C0,FC,F8,C0,C0,80
13 | 1030 DATA 7E,FC,C0,C0,C2,C6,FE,7F,C6,C6,C6,FE,FE,C6,C6,84
14 | 1040 DATA 38,38,38,38,38,38,30,20,02,06,06,06,06,06,7E,FE
15 | 1050 DATA CE,DC,F8,F0,F8,DC,CE,86,40,C0,C0,C0,C0,C0,FE,FC
16 | 1060 DATA 82,C6,EE,FE,FE,D6,C6,C6,C6,E6,F6,FE,DE,CE,C6,42
17 | 1070 DATA 7C,FE,C6,C6,C6,C6,FE,7C,FC,FE,06,FE,FC,C0,C0,80
18 | 1080 DATA 7C,FE,C6,C6,D6,FE,7C,10,C8,DC,CE,DC,F8,DC,CE,86
19 | 1090 DATA FE,FE,80,FE,FE,02,FE,FE,FE,FC,30,30,30,30,30,20
20 | 1100 DATA 82,C6,C6,C6,C6,C6,FE,7C,03,06,CC,D8,F0,E0,C0,80
21 | 1110 DATA C6,C6,D6,FE,FE,EE,C6,82,86,CE,FC,78,3C,7E,E6,C2
22 | 1120 DATA 87,CE,FC,78,30,30,30,20,7E,FE,1C,38,70,E0,FE,FC
23 |
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/demo/src/select.bas:
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1 | 10 SCREEN 1,0,0: KEY OFF: COLOR 2,1,1
2 | 20 LOCATE 0,0:PRINT "Modern MSX BASIC game dev."
3 | 30 LOCATE 2,6:PRINT "Space shooter"
4 | 40 LOCATE 2,8:PRINT "Dungeon crawler (draw)"
5 | 50 LOCATE 2,10:PRINT "Dungeon crawler (tiles)"
6 | 60 LOCATE 2,12:PRINT "Scroll tiles"
7 | 70 LOCATE 2,14:PRINT "Animating tiles"
8 | 80 LOCATE 0,20:PRINT "By Raul Portales (2021)"
9 |
10 | 90 FOR I=0 TO 7
11 | 91 READ R: A$=A$+CHR$(R)
12 | 92 NEXT I
13 | 93 SPRITE$(0)=A$
14 |
15 | 95 Y=48
16 |
17 | 100 PUT SPRITE 0,(16,Y),15,0
18 | 110 IF STRIG(0) THEN GOTO 300
19 | 120 S=STICK(0)
20 | 130 IF S=0 THEN 100
21 | 210 IF S=1 THEN Y=Y-16: IF Y<48 THEN Y=112
22 | 220 IF S=5 THEN Y=Y+16: IF Y>112 THEN Y=48
23 | 230 PUT SPRITE 0,(16,Y),15,0
24 | 240 TIME=0
25 | 250 IF TIME<10 THEN 250 ELSE 100
26 |
27 | 300 IF Y=48 THEN RUN"sshooter.bas"
28 | 310 IF Y=64 THEN RUN"ddungeon.bas"
29 | 320 IF Y=80 THEN RUN"tdungeon.bas"
30 | 330 IF Y=96 THEN RUN"scroll_t.bas"
31 | 340 IF Y=112 THEN RUN"animtile.bas"
32 | 350 END
33 |
34 | 1010 DATA &H08,&H0C,&HFE,&HFF,&HFE,&H0C,&H08,&H00
35 |
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/examples/src/ddungeon.bas:
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1 | 100 COLOR 15,4,4:SCREEN 2,0,0
2 | 110 GOSUB 2000
3 |
4 | 200 X=9: Y=9
5 | 210 LINE (8,8)-(128,128),15,B
6 | 220 LINE (8,32)-(80,40),15,BF
7 | 230 LINE -(72,64),15,BF
8 | 240 LINE (128,80)-STEP(-80,8),15,BF
9 | 250 LINE -STEP(8,-36),15,BF
10 | 260 LINE (127,127)-(120,120),5,BF
11 | 270 LINE (24,87)-(47,111),8,BF
12 |
13 | 300 ON STICK(0) GOTO 310,400,330,400,350,400,370,400
14 | 301 GOTO 400
15 |
16 | 310 P1=POINT(X,Y-1):P2=POINT(X+6,Y-1)
17 | 311 IF P1=4 AND P2=4 THEN Y=Y-1
18 | 312 GOTO 400
19 | 330 P1=POINT(X+7,Y):P2=POINT(X+7,Y+6)
20 | 331 IF P1=4 AND P2=4 THEN X=X+1
21 | 332 GOTO 400
22 | 350 P1=POINT(X,Y+7):P2=POINT(X+6,Y+7)
23 | 351 IF P1=4 AND P2=4 THEN Y=Y+1
24 | 352 GOTO 400
25 | 370 P1=POINT(X-1,Y):P2=POINT(X-1,Y+6)
26 | 371 IF P1=4 AND P2=4 THEN X=X-1
27 | 372 GOTO 400
28 |
29 | 400 IF P1=8 OR P2=8 THEN GOSUB 900
30 | 410 IF P1=5 OR P2=5 THEN GOSUB 950
31 |
32 | 700 PUT SPRITE 0,(X,Y-1),8,0
33 |
34 | 800 GOTO 300
35 |
36 | 900 END
37 |
38 | 950 END
39 |
40 | 1000 DATA 38,7C,FE,FE,FE,7C,38
41 | 1010 DATA *
42 |
43 | 2000 S=BASE(9)
44 | 2010 READ R$
45 | 2020 IF R$="*" THEN RETURN ELSE VPOKE S,VAL("&H"+R$):S=S+1
46 | 2030 GOTO 2010
47 |
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/demo/src/ddungeon.bas:
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1 | 100 SCREEN 2,0,0
2 | 110 GOSUB 2000
3 |
4 | 200 X=9: Y=9
5 | 210 LINE (8,8)-(128,128),15,B
6 | 220 LINE (8,32)-(80,40),15,BF
7 | 230 LINE -(72,64),15,BF
8 | 240 LINE (128,80)-STEP(-80,8),15,BF
9 | 250 LINE -STEP(8,-36),15,BF
10 | 260 LINE (127,127)-(120,120),5,BF
11 | 270 LINE (24,87)-(47,111),8,BF
12 |
13 | 300 ON STICK(0) GOTO 310,400,330,400,350,400,370,400
14 | 301 GOTO 400
15 |
16 | 310 P1=POINT(X,Y-1):P2=POINT(X+6,Y-1)
17 | 311 IF P1<5 AND P2<5 THEN Y=Y-1
18 | 312 GOTO 400
19 | 330 P1=POINT(X+7,Y):P2=POINT(X+7,Y+6)
20 | 331 IF P1<5 AND P2<5 THEN X=X+1
21 | 332 GOTO 400
22 | 350 P1=POINT(X,Y+7):P2=POINT(X+6,Y+7)
23 | 351 IF P1<5 AND P2<5 THEN Y=Y+1
24 | 352 GOTO 400
25 | 370 P1=POINT(X-1,Y):P2=POINT(X-1,Y+6)
26 | 371 IF P1<5 AND P2<5 THEN X=X-1
27 | 372 GOTO 400
28 |
29 | 400 IF P1=8 OR P2=8 THEN GOSUB 900
30 | 410 IF P1=5 OR P2=5 THEN GOSUB 950
31 | 420 IF STRIG(0) THEN GOSUB 900
32 |
33 | 700 PUT SPRITE 0,(X,Y-1),2,0
34 |
35 | 800 GOTO 300
36 |
37 | 900 run"select.bas"
38 |
39 | 950 run"select.bas"
40 |
41 | 1000 DATA 38,7C,FE,FE,FE,7C,38
42 | 1010 DATA *
43 |
44 | 2000 S=BASE(9)
45 | 2010 READ R$
46 | 2020 IF R$="*" THEN RETURN ELSE VPOKE S,VAL("&H"+R$):S=S+1
47 | 2030 GOTO 2010
48 |
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/examples/src/colision.bas:
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1 | 100 COLOR 2,1,1: SCREEN 2,2,0
2 | 110 GOSUB 2000
3 | 120 X1=32:Y1=32:X2=64:Y2=32
4 | 130 SC=4:BC=4
5 |
6 | 200 PUT SPRITE 0,(X1,Y1),11,0
7 | 210 PUT SPRITE 1,(X2,Y2),2,1
8 | 220 PUT SPRITE 2,(0,0),BC,2
9 | 230 PUT SPRITE 3,(16,0),SC,2
10 |
11 | 250 SC=4:SPRITE ON: ON SPRITE GOSUB 600
12 | 300 S=STICK(0)
13 | 310 IF S=1 THEN Y1=Y1-1
14 | 320 IF S=3 THEN X1=X1+1
15 | 330 IF S=5 THEN Y1=Y1+1
16 | 340 IF S=7 THEN X1=X1-1
17 | 350 A$=INKEY$
18 | 360 IF A$="w" THEN Y2=Y2-1
19 | 370 IF A$="d" THEN X2=X2+1
20 | 380 IF A$="s" THEN Y2=Y2+1
21 | 390 IF A$="a" THEN X2=X2-1
22 | 400 IF ABS(X1-X2)<16 AND ABS(Y1-Y2)<16 THEN BC=8 ELSE BC=4
23 | 500 GOTO 200
24 |
25 | 600 SPRITE OFF: SC=8
26 | 610 RETURN
27 |
28 | 1000 DATA 00,00,3F,3F,30,30,30,30,30,30,30,30,3F,3F,00,00
29 | 1010 DATA 00,00,FC,FC,00,00,00,00,00,00,00,00,FC,FC,00,00
30 | 1020 DATA 00,00,3F,3F,00,00,00,00,00,00,00,00,3F,3F,00,00
31 | 1030 DATA 00,00,FC,FC,0C,0C,0C,0C,0C,0C,0C,0C,FC,FC,00,00
32 | 1040 DATA 00,07,0F,1F,3F,7F,7F,7F,7F,7F,3F,1F,0F,07,00,00
33 | 1050 DATA 00,C0,E0,F0,F8,FC,FC,FC,FC,FC,F8,F0,E0,C0,00,00
34 | 1060 DATA *
35 |
36 | 2000 ' LOAD SPRITES
37 | 2010 S=BASE(9)
38 | 2020 READ R$: IF R$="*" THEN RETURN ELSE VPOKE S,VAL("&H"+R$):S=S+1:GOTO 2020
39 |
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/scripts/createRelease.sh:
--------------------------------------------------------------------------------
1 | #!/bin/bash
2 | if [[ -z "${OPENMSX_PATH}" ]]; then
3 | OPENMSX_PATH=/Applications/openMSX.app/Contents/MacOS
4 | fi
5 | PROJECT_DIR=$1
6 |
7 | cd $PROJECT_DIR
8 | PWD=${PWD}
9 | GAME_NAME=`basename $PWD`
10 |
11 | echo "Building release for $GAME_NAME"
12 | (
13 | echo "set throttle off";
14 | echo "diskmanipulator create $GAME_NAME.dsk 720";
15 | echo "virtual_drive $GAME_NAME.dsk";
16 | echo "diskmanipulator import virtual_drive src/";
17 |
18 | echo "debug set_watchpoint write_mem 0xfffe {[debug read \"memory\" 0xfffe] == 0} {diska insert $GAME_NAME.dsk}";
19 |
20 | echo "set power on";
21 | echo "type_via_keybuf \\r\\r"
22 | echo "type_via_keybuf poke-2,0\\r";
23 |
24 | echo "debug set_watchpoint write_mem 0xfffe {[debug read \"memory\" 0xfffe] == 1} {quit}";
25 | for filename in src/*.bas
26 | do
27 | # Remove the path
28 | PROGRAM_NAME=${filename##*/}
29 | # Take the extension
30 | EXTENSION=${PROGRAM_NAME##*\.}
31 | # Take the first 8 characters
32 | ACTUAL_NAME=${PROGRAM_NAME%\.*}
33 | # Put them back together
34 | FILE="${ACTUAL_NAME::8}.${EXTENSION::3}"
35 | echo "type_via_keybuf load\"$FILE\r";
36 | echo "type_via_keybuf save\"$FILE\r";
37 | done
38 |
39 | echo "type_via_keybuf poke-2,1\\r";
40 | ) | $OPENMSX_PATH/openmsx -control stdio
41 |
42 | mkdir output 2>/dev/null
43 | rm output/* 2>/dev/null
44 |
45 | mv $GAME_NAME.dsk output/
46 |
47 | dsk2rom -fac 1 output/$GAME_NAME.dsk output/$GAME_NAME.rom
48 |
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/examples/src/scroll_t.bas:
--------------------------------------------------------------------------------
1 | 10 COLOR 2, 1, 1
2 | 20 SCREEN 2,2,0
3 | 30 CALL TURBO ON
4 | 40 DEFINT A-Z
5 |
6 | 100 FOR J=0 TO 63
7 | 110 READ R
8 | 120 VPOKE J, R
9 | 121 VPOKE &H800+J, R
10 | 122 VPOKE &H1000+J, R
11 | 140 NEXT J
12 |
13 | 160 FOR I=0 TO 7
14 | 165 READ R
15 | 170 FOR J=0 TO 7
16 | 180 VPOKE &H2000+I*8+J, R
17 | 181 VPOKE &H2800+I*8+J, R
18 | 182 VPOKE &H3000+I*8+J, R
19 | 190 NEXT J
20 | 195 NEXT I
21 |
22 | 500 ' MAKE A MAP
23 | 510 FOR Y=0 TO 23
24 | 520 FOR X=0 TO 31
25 | 530 VPOKE &H1800+X+Y*&H20, RND(1)*8
26 | 540 NEXT X
27 | 550 NEXT Y
28 |
29 | 600 S=STICK(0)
30 | 610 IF S=1 THEN GOSUB 700
31 | 620 IF S=3 THEN GOSUB 750
32 | 630 IF S=5 THEN GOSUB 800
33 | 640 IF S=7 THEN GOSUB 850
34 | 690 GOTO 600
35 |
36 | 700 ' MOVING UP
37 | 701 FOR Y=0 TO 22
38 | 702 FOR X=0 TO 31
39 | 703 T=VPEEK (&H1800+X+(Y+1)*&H20)
40 | 704 VPOKE &H1800+X+Y*&H20, T
41 | 705 NEXT X
42 | 706 NEXT Y
43 | 708 FOR X=0 TO 31
44 | 710 VPOKE &H1800+X+23*&H20, RND(1)*8
45 | 711 NEXT X
46 | 749 RETURN
47 |
48 | 750 ' MOVING RIGHT
49 | 751 FOR Y=0 TO 23
50 | 752 FOR X=31 TO 1 STEP -1
51 | 753 T=VPEEK (&H17FF+X+Y*&H20)
52 | 754 VPOKE &H1800+X+Y*&H20, T
53 | 755 NEXT X
54 | 756 NEXT Y
55 | 757 FOR Y=0 TO 23
56 | 758 VPOKE &H1800+Y*&H20, RND(1)*8
57 | 759 NEXT Y
58 | 761 RETURN
59 |
60 | 800 ' MOVING DOWN
61 | 801 FOR Y=23 TO 1 STEP -1
62 | 802 FOR X=0 TO 31
63 | 803 T=VPEEK (&H1800+X+(Y-1)*&H20)
64 | 804 VPOKE &H1800+X+Y*&H20, T
65 | 805 NEXT X
66 | 806 NEXT Y
67 | 808 FOR X=0 TO 31
68 | 810 VPOKE &H1800+X, RND(1)*8
69 | 811 NEXT X
70 | 849 RETURN
71 |
72 | 850 ' MOVING LEFT
73 | 851 FOR Y=0 TO 23
74 | 852 FOR X=0 TO 30
75 | 853 T=VPEEK (&H1801+X+Y*&H20)
76 | 854 VPOKE &H1800+X+Y*&H20, T
77 | 855 NEXT X
78 | 856 NEXT Y
79 | 857 FOR Y=0 TO 23
80 | 858 VPOKE &H181F+Y*&H20, RND(1)*8
81 | 859 NEXT Y
82 |
83 | 860 RETURN
84 |
85 | 1000 DATA &HFF, &HFF, &HBF, &H9F, &H8F, &H87, &H83, &H81
86 | 1010 DATA &HFF, &HFF, &HFD, &HF9, &HF1, &HE1, &HC1, &H81
87 | 1020 DATA &H81, &H83, &H87, &H8F, &H9F, &HBF, &HFF, &HFF
88 | 1030 DATA &H81, &HC1, &HE1, &HF1, &HF9, &HFD, &HFF, &HFF
89 | 1040 DATA &H90, &H40, &H00, &H40, &H00, &H10, &H00, &H82
90 | 1050 DATA &H90, &H40, &H00, &H40, &H00, &H10, &H00, &H82
91 | 1060 DATA &H50, &H20, &H00, &H48, &H20, &H90, &H40, &H40
92 | 1070 DATA &H80, &H20, &H80, &H00, &H41, &H00, &H84, &H10
93 |
94 | 2040 DATA &H45, &H45, &H45, &H45, &H23, &H23, &HAB, &HAB
95 |
--------------------------------------------------------------------------------
/examples/README.md:
--------------------------------------------------------------------------------
1 | # Examples
2 |
3 | ## animtile.bas
4 |
5 | Example of animating all instances of a tile by changing the pattern on the VRAM using VPOKE.
6 |
7 | Part of Chapter 7
8 |
9 | ## colision.bas
10 |
11 | Comparison between hardware sprite colision and bounding boxes.
12 |
13 | One sprite moves with cursors, the other with WASD. One circle lights with sprite collision, the other with box colision.
14 |
15 | 
16 |
17 | Part of Chapter 5
18 |
19 | ## ddungeon.bas
20 |
21 | Dungeon Crawler using drawing commands (mostly LINE)
22 |
23 | 
24 |
25 | Part of chapter Chapter 6
26 |
27 | ## font.bas
28 |
29 | How to remap the font of an MSX
30 |
31 | 
32 |
33 | Part of chapter Chapter 7
34 |
35 | ## play.bas
36 |
37 | Playing "Twinkle twinkle little star" using PLAY.
38 |
39 | Part of Chapter 8
40 |
41 | ## s_sprite.bas
42 |
43 | Comparison between software and hardware sprites (white ship is software, gray ship is hardware)
44 |
45 | 
46 |
47 | Part of Chatper 5
48 |
49 | ## scroll_t.bas
50 |
51 | Scrolling tiles on the 4 directions using the cursors. Full screen. Requires MSX-BASIC-KUN
52 |
53 | 
54 |
55 | Part of Chapter 7
56 |
57 | ## sound.bas
58 |
59 | Plays "Twinkle twinkle little star" using SOUND
60 |
61 | Part of Chapter 8
62 |
63 | ## sshooter.bas
64 |
65 | Space Shooter game build over chapters 4 and 5. Move with the cursors, fire with space. Requires MSX-BASIC-KUN
66 |
67 | 
68 |
69 | ## tdungeon.bas
70 |
71 | Dungeon Crawler, equivalent to ddungeon, but built using tiles.
72 |
73 | 
74 |
75 |
76 | Part of Chapter 7
77 |
--------------------------------------------------------------------------------
/demo/src/scroll_t.bas:
--------------------------------------------------------------------------------
1 | 10 COLOR 2, 1, 1
2 | 20 SCREEN 2,2,0
3 | 30 CALL TURBO ON
4 | 40 DEFINT A-Z
5 |
6 | 100 FOR J=0 TO 63
7 | 110 READ R
8 | 120 VPOKE J, R
9 | 121 VPOKE &H800+J, R
10 | 122 VPOKE &H1000+J, R
11 | 140 NEXT J
12 |
13 | 160 FOR I=0 TO 7
14 | 165 READ R
15 | 170 FOR J=0 TO 7
16 | 180 VPOKE &H2000+I*8+J, R
17 | 181 VPOKE &H2800+I*8+J, R
18 | 182 VPOKE &H3000+I*8+J, R
19 | 190 NEXT J
20 | 195 NEXT I
21 |
22 | 500 ' MAKE A MAP
23 | 510 FOR Y=0 TO 23
24 | 520 FOR X=0 TO 31
25 | 530 VPOKE &H1800+X+Y*&H20, RND(1)*8
26 | 540 NEXT X
27 | 550 NEXT Y
28 |
29 | 600 S=STICK(0)
30 | 610 IF S=1 THEN GOSUB 700
31 | 620 IF S=3 THEN GOSUB 750
32 | 630 IF S=5 THEN GOSUB 800
33 | 640 IF S=7 THEN GOSUB 850
34 | 650 if STRIG(0) THEN GOTO 900
35 | 690 GOTO 600
36 |
37 | 700 ' MOVING UP
38 | 701 FOR Y=0 TO 22
39 | 702 FOR X=0 TO 31
40 | 703 T=VPEEK (&H1800+X+(Y+1)*&H20)
41 | 704 VPOKE &H1800+X+Y*&H20, T
42 | 705 NEXT X
43 | 706 NEXT Y
44 | 708 FOR X=0 TO 31
45 | 710 VPOKE &H1800+X+23*&H20, RND(1)*8
46 | 711 NEXT X
47 | 749 RETURN
48 |
49 | 750 ' MOVING RIGHT
50 | 751 FOR Y=0 TO 23
51 | 752 FOR X=31 TO 1 STEP -1
52 | 753 T=VPEEK (&H17FF+X+Y*&H20)
53 | 754 VPOKE &H1800+X+Y*&H20, T
54 | 755 NEXT X
55 | 756 NEXT Y
56 | 757 FOR Y=0 TO 23
57 | 758 VPOKE &H1800+Y*&H20, RND(1)*8
58 | 759 NEXT Y
59 | 761 RETURN
60 |
61 | 800 ' MOVING DOWN
62 | 801 FOR Y=23 TO 1 STEP -1
63 | 802 FOR X=0 TO 31
64 | 803 T=VPEEK (&H1800+X+(Y-1)*&H20)
65 | 804 VPOKE &H1800+X+Y*&H20, T
66 | 805 NEXT X
67 | 806 NEXT Y
68 | 808 FOR X=0 TO 31
69 | 810 VPOKE &H1800+X, RND(1)*8
70 | 811 NEXT X
71 | 849 RETURN
72 |
73 | 850 ' MOVING LEFT
74 | 851 FOR Y=0 TO 23
75 | 852 FOR X=0 TO 30
76 | 853 T=VPEEK (&H1801+X+Y*&H20)
77 | 854 VPOKE &H1800+X+Y*&H20, T
78 | 855 NEXT X
79 | 856 NEXT Y
80 | 857 FOR Y=0 TO 23
81 | 858 VPOKE &H181F+Y*&H20, RND(1)*8
82 | 859 NEXT Y
83 |
84 | 860 RETURN
85 |
86 | 900 CALL TURBO OFF
87 | 910 run "select.bas"
88 |
89 | 1000 DATA &HFF, &HFF, &HBF, &H9F, &H8F, &H87, &H83, &H81
90 | 1010 DATA &HFF, &HFF, &HFD, &HF9, &HF1, &HE1, &HC1, &H81
91 | 1020 DATA &H81, &H83, &H87, &H8F, &H9F, &HBF, &HFF, &HFF
92 | 1030 DATA &H81, &HC1, &HE1, &HF1, &HF9, &HFD, &HFF, &HFF
93 | 1040 DATA &H90, &H40, &H00, &H40, &H00, &H10, &H00, &H82
94 | 1050 DATA &H90, &H40, &H00, &H40, &H00, &H10, &H00, &H82
95 | 1060 DATA &H50, &H20, &H00, &H48, &H20, &H90, &H40, &H40
96 | 1070 DATA &H80, &H20, &H80, &H00, &H41, &H00, &H84, &H10
97 |
98 | 2000 DATA &H45, &H45, &H45, &H45, &H23, &H23, &HAB, &HAB
99 |
--------------------------------------------------------------------------------
/examples/src/sshooter.bas:
--------------------------------------------------------------------------------
1 | 100 COLOR 15,1,1
2 | 110 SCREEN 2,2,0
3 | 120 DEFINT A-Z
4 | 130 GOSUB 2000
5 |
6 | 199 CALL TURBO ON
7 | 200 DIM EX(3),EY(3),EV(3),EW(3)
8 | 210 FOR I=0 TO 2
9 | 220 EX(I)=EX(I)=I*16
10 | 230 EY(I)=-16
11 | 240 EV(I)=0:EW(I)=0
12 | 250 NEXT I
13 | 260 T=0:ES=0
14 | 270 X=50:Y=100
15 |
16 | 290 ON SPRITE GOSUB 800
17 |
18 | 300 ON STICK(0) GOTO 310,320,330,340,350,360,370,380
19 | 305 GOTO 400
20 | 310 Y=Y-2:GOTO 400
21 | 320 Y=Y-2:X=X+2:GOTO 400
22 | 330 X=X+2:GOTO 400
23 | 340 Y=Y+2:X=X+2:GOTO 400
24 | 350 Y=Y+2:GOTO 400
25 | 360 Y=Y+2:X=X-2:GOTO 400
26 | 370 X=X-2:GOTO 400
27 | 380 Y=Y-2:X=X-2:GOTO 400
28 | 400 IF X<0 THEN X=0
29 | 410 IF X>120 THEN X=120
30 | 420 IF Y<0 THEN Y=0
31 | 430 IF Y>160 THEN Y=160
32 |
33 | 500 IF STRIG(0) AND BC<>15 THEN BX=X+7:BY=Y-3:BC=15
34 | 510 IF BC=15 THEN BY=BY-2: IF BY<0 THEN BX=160:BC=0
35 |
36 | 600 T=T+1:IF T=90 THEN T=0
37 | 610 IF (T MOD 10)=0 THEN IF ES=0 THEN ES=1 ELSE ES=0
38 | 620 IF (T MOD 30)=0 THEN SP=T\30:EW(SP)=2:EV(SP)=RND(1)*4-2:EY(SP)=0:EX(SP)=RND(1)*120
39 | 630 FOR I=0 TO 2
40 | 640 EX(I)=EX(I)+EV(I):EY(I)=EY(I)+EW(I)
41 | 650 IF EX(I)<0 THEN EX(I)=0:EV(I)=-EV(I)
42 | 660 IF EX(I)>120 THEN EX(I)=120:EV(I)=-EV(I)
43 | 670 IF EY(I)>160 THEN EY(I)=-16:EX(I)=I*16:EV(I)=0:EW(I)=0
44 | 680 NEXT I
45 |
46 | 700 SPRITE OFF
47 | 710 PUT SPRITE 0,(X,Y),15,2
48 | 720 PUT SPRITE 1,(X,Y),4,3
49 | 730 PUT SPRITE 2,(BX,BY),BC,4
50 | 740 FOR I=0 TO 2
51 | 750 PUT SPRITE I+3,(EX(I),EY(I)),2,ES
52 | 760 NEXT I
53 | 770 SPRITE ON
54 | 780 IF TIME<2 GOTO 780 ELSE TIME=0
55 | 790 GOTO 300
56 |
57 | 800 SPRITE OFF
58 | 810 FOR I=0 TO 2
59 | 820 'Check between enemy and spaceship
60 | 820 IF EX(I)+8>=X AND X+16>=EX(I) AND EY(I)+8>=Y AND Y+16>=EY(I) THEN GOSUB 900
61 | 830 'Check between enemy and bullet
62 | 830 IF EX(I)+8>=BX AND BX+1>=EX(I) AND EY(I)+8>=BY AND BY+3>=EY(I) THEN BX=160:BC=0:EY(I)=-16:EX(I)=I*16:EV(I)=0:EW(I)=0
63 | 840 NEXT I
64 | 850 RETURN
65 |
66 | 900 END
67 |
68 | 1000 ' Enemy sprite 1
69 | 1010 DATA 20,91,BF,EE,FF,3F,20,40,00,00,00,00,00,00,00,00
70 | 1020 DATA 80,20,A0,E0,E0,80,80,40,00,00,00,00,00,00,00,00
71 | 1030 ' Enemy sprite 2
72 | 1040 DATA 20,11,3F,6E,FF,BF,A0,1B,00,00,00,00,00,00,00,00
73 | 1050 DATA 80,00,80,C0,E0,A0,A0,00,00,00,00,00,00,00,00,00
74 | 1060 ' Spaceship
75 | 1070 DATA 01,01,01,03,03,02,06,07,0F,0E,1C,3C,7E,F7,E3,C1
76 | 1080 DATA 00,00,00,80,80,80,C0,C0,E0,E0,70,78,FC,DE,8E,06
77 | 1090 ' Spaceship color detail
78 | 1100 DATA 00,00,00,00,00,01,01,00,00,01,03,03,01,00,00,00
79 | 1110 DATA 00,00,00,00,00,00,00,00,00,00,80,80,00,00,00,00
80 | 1120 ' Bullet
81 | 1130 DATA 80,80,80,00,00,00,00,00,00,00,00,00,00,00,00,00
82 | 1140 DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
83 | 1150 DATA *
84 |
85 | 2000 'LOAD SPRITES
86 | 2010 S=&H3800
87 | 2020 READ R$: IF R$="*" THEN RETURN
88 | 2030 VPOKE S,VAL("&H"+R$)
89 | 2040 S=S+1:GOTO 2020
90 |
--------------------------------------------------------------------------------
/demo/src/sshooter.bas:
--------------------------------------------------------------------------------
1 | 100 COLOR 15,1,1
2 | 110 SCREEN 2,2,0
3 | 120 DEFINT A-Z
4 | 130 GOSUB 2000
5 |
6 | 199 CALL TURBO ON
7 | 200 DIM EX(4),EY(4),EV(4),EW(4)
8 | 210 FOR I=0 TO 3
9 | 220 EX(I)=EX(I)=I*16
10 | 230 EY(I)=-16
11 | 240 EV(I)=0:EW(I)=0
12 | 250 NEXT I
13 | 260 T=0:ES=0
14 | 270 X=50:Y=100
15 |
16 | 280 LINE (0,0)-(136,176),15,B
17 | 281 FOR I=0 TO 25
18 | 282 PSET(RND(1)*132+2, RND(1)*172+2)
19 | 283 NEXT I
20 |
21 | 290 ON SPRITE GOSUB 800
22 |
23 | 300 ON STICK(0) GOTO 310,320,330,340,350,360,370,380
24 | 305 GOTO 400
25 | 310 Y=Y-2:GOTO 400
26 | 320 Y=Y-2:X=X+2:GOTO 400
27 | 330 X=X+2:GOTO 400
28 | 340 Y=Y+2:X=X+2:GOTO 400
29 | 350 Y=Y+2:GOTO 400
30 | 360 Y=Y+2:X=X-2:GOTO 400
31 | 370 X=X-2:GOTO 400
32 | 380 Y=Y-2:X=X-2:GOTO 400
33 | 400 IF X<0 THEN X=0
34 | 410 IF X>120 THEN X=120
35 | 420 IF Y<0 THEN Y=0
36 | 430 IF Y>160 THEN Y=160
37 |
38 | 500 IF STRIG(0) AND BC<>15 THEN BX=X+7:BY=Y-3:BC=15
39 | 510 IF BC=15 THEN BY=BY-2: IF BY<0 THEN BX=160:BC=0
40 |
41 | 600 T=T+1:IF T=120 THEN T=0
42 | 610 IF (T MOD 10)=0 THEN IF ES=0 THEN ES=1 ELSE ES=0
43 | 620 IF (T MOD 30)=0 THEN SP=T\30:EW(SP)=2:EV(SP)=RND(1)*4-2:EY(SP)=0:EX(SP)=RND(1)*120
44 | 630 FOR I=0 TO 3
45 | 640 EX(I)=EX(I)+EV(I):EY(I)=EY(I)+EW(I)
46 | 650 IF EX(I)<0 THEN EX(I)=0:EV(I)=-EV(I)
47 | 660 IF EX(I)>126 THEN EX(I)=126:EV(I)=-EV(I)
48 | 670 IF EY(I)>160 THEN EY(I)=-16:EX(I)=I*16:EV(I)=0:EW(I)=0
49 | 680 NEXT I
50 |
51 | 700 SPRITE OFF
52 | 710 PUT SPRITE 0,(X,Y),15,2
53 | 720 PUT SPRITE 1,(X,Y),4,3
54 | 730 PUT SPRITE 2,(BX,BY),BC,4
55 | 740 FOR I=0 TO 3
56 | 750 PUT SPRITE I+3,(EX(I),EY(I)),2,ES
57 | 760 NEXT I
58 | 770 SPRITE ON
59 | 780 IF TIME<2 GOTO 780 ELSE TIME=0
60 | 790 GOTO 300
61 |
62 | 800 SPRITE OFF
63 | 810 FOR I=0 TO 3
64 | 820 IF EX(I)+8>=X AND X+16>=EX(I) AND EY(I)+8>=Y AND Y+16>=EY(I) THEN GOSUB 900
65 | 830 IF EX(I)+8>=BX AND BX+1>=EX(I) AND EY(I)+8>=BY AND BY+3>=EY(I) THEN BX=160:BC=0:EY(I)=-16:EX(I)=I*16:EV(I)=0:EW(I)=0
66 | 840 NEXT I
67 | 850 RETURN
68 |
69 | 900 CALL TURBO OFF
70 | 910 run "select.bas"
71 |
72 | 1000 ' Enemy sprite 1
73 | 1010 DATA 20,91,BF,EE,FF,3F,20,40,00,00,00,00,00,00,00,00
74 | 1020 DATA 80,20,A0,E0,E0,80,80,40,00,00,00,00,00,00,00,00
75 | 1030 ' Enemy sprite 2
76 | 1040 DATA 20,11,3F,6E,FF,BF,A0,1B,00,00,00,00,00,00,00,00
77 | 1050 DATA 80,00,80,C0,E0,A0,A0,00,00,00,00,00,00,00,00,00
78 | 1060 ' Spaceship
79 | 1070 DATA 01,01,01,03,03,02,06,07,0F,0E,1C,3C,7E,F7,E3,C1
80 | 1080 DATA 00,00,00,80,80,80,C0,C0,E0,E0,70,78,FC,DE,8E,06
81 | 1090 ' Spaceship color detail
82 | 1100 DATA 00,00,00,00,00,01,01,00,00,01,03,03,01,00,00,00
83 | 1110 DATA 00,00,00,00,00,00,00,00,00,00,80,80,00,00,00,00
84 | 1120 ' Bullet
85 | 1130 DATA 80,80,80,00,00,00,00,00,00,00,00,00,00,00,00,00
86 | 1140 DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
87 | 1150 DATA *
88 |
89 | 2000 'LOAD SPRITES
90 | 2010 S=&H3800
91 | 2020 READ R$: IF R$="*" THEN RETURN
92 | 2030 VPOKE S,VAL("&H"+R$)
93 | 2040 S=S+1:GOTO 2020
94 |
--------------------------------------------------------------------------------
/examples/src/tdungeon.bas:
--------------------------------------------------------------------------------
1 | 100 COLOR 15,1,1
2 | 110 DEFINT A-Z
3 | 120 SCREEN 2,2,0
4 | 130 GOSUB 10000
5 | 140 X=8:Y=8
6 |
7 | 200 PUT SPRITE 0,(X,Y-1),2,0
8 |
9 | 300 ON STICK(0) GOTO 310,301,330,301,350,301,370,301
10 | 301 P1=VPEEK(&H1800+X\8+(Y\8)*32):P2=P1
11 | 309 GOTO 400
12 | 310 P1=VPEEK(&H1800+X\8+((Y-1)\8)*32)
13 | 311 P2=VPEEK(&H1800+(X+6)\8+((Y-1)\8)*32)
14 | 312 IF P1<1 AND P2<1 THEN Y=Y-1
15 | 313 GOTO 400
16 | 330 P1=VPEEK(&H1800+(X+7)\8+((Y)\8)*32)
17 | 331 P2=VPEEK(&H1800+(X+7)\8+((Y+6)\8)*32)
18 | 332 IF P1<1 AND P2<1 THEN X=X+1
19 | 333 GOTO 400
20 | 350 P1=VPEEK(&H1800+(X)\8+((Y+7)\8)*32)
21 | 351 P2=VPEEK(&H1800+(X+6)\8+((Y+7)\8)*32)
22 | 352 IF P1<1 AND P2<1 THEN Y=Y+1
23 | 353 GOTO 400
24 | 370 P1=VPEEK(&H1800+(X-1)\8+((Y)\8)*32)
25 | 371 P2=VPEEK(&H1800+(X-1)\8+((Y+6)\8)*32)
26 | 372 IF P1<1 AND P2<1 THEN X=X-1
27 | 373 GOTO 400
28 |
29 | 400 IF P1=2 OR P2=2 THEN GOSUB 600
30 | 410 IF P1=3 OR P2=3 THEN GOSUB 700
31 | 500 GOTO 200
32 |
33 | 600 END
34 |
35 | 700 END
36 |
37 | 1000 DATA 00,00,00,00,00,00,00,00
38 | 1010 DATA 00,7F,7F,7F,00,F7,F7,F7
39 | 1020 DATA FD,EE,DF,33,FD,EE,DF,33
40 | 1030 DATA 3C,7F,DB,FF,FF,DB,7E,3C
41 | 1040 DATA *
42 | 1100 DATA 00,00,00,00,00,00,00,00
43 | 1110 DATA E0,E0,E0,E0,E0,E0,E0,E0
44 | 1120 DATA 68,68,68,68,68,68,68,68
45 | 1130 DATA D0,D0,D0,D0,D0,D0,D0,D0
46 | 1140 DATA *
47 | 1200 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
48 | 1210 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
49 | 1220 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
50 | 1230 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
51 | 1240 DATA 1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
52 | 1250 DATA 1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
53 | 1260 DATA 1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
54 | 1270 DATA 1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
55 | 1280 DATA 1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
56 | 1290 DATA 1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
57 | 1300 DATA 1,0,0,2,2,2,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
58 | 1310 DATA 1,0,0,2,2,2,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
59 | 1320 DATA 1,0,0,2,2,2,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
60 | 1330 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,3,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
61 | 1340 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
62 | 1350 DATA *
63 |
64 | 1400 DATA 38,7C,FE,FE,FE,7C,38
65 | 1410 DATA *
66 |
67 | 10000 GOSUB 10100
68 | 10010 GOSUB 10200
69 | 10020 GOSUB 10300
70 | 10030 GOSUB 10400
71 | 10050 RETURN
72 |
73 | 10100 'LOAD PATTERNS
74 | 10110 S=0
75 | 10120 READ R$
76 | 10130 IF R$="*" THEN RETURN ELSE R=VAL("&H"+R$)
77 | 10140 VPOKE S,R
78 | 10150 VPOKE 2048+S,R
79 | 10160 VPOKE 4096+S,R
80 | 10170 S=S+1:GOTO 10120
81 |
82 | 10200 'LOAD COLORS
83 | 10210 S=0
84 | 10220 READ R$
85 | 10230 IF R$="*" THEN RETURN ELSE R=VAL("&H"+R$)
86 | 10240 VPOKE &H2000+S,R
87 | 10250 VPOKE &H2800+S,R
88 | 10260 VPOKE &H3000+S,R
89 | 10270 S=S+1:GOTO 10220
90 |
91 | 10300 'LOAD NAMES
92 | 10310 S=&H1800
93 | 10320 READ R$
94 | 10330 IF R$="*" THEN RETURN
95 | 10340 VPOKE S,VAL("&H"+R$)
96 | 10350 S=S+1:GOTO 10320
97 |
98 | 10400 'LOAD SPRITES
99 | 10410 S=&H3800
100 | 10420 READ R$
101 | 10430 IF R$="*" THEN RETURN ELSE VPOKE S,VAL("&H"+R$):S=S+1
102 | 10440 GOTO 10420
103 |
--------------------------------------------------------------------------------
/demo/src/tdungeon.bas:
--------------------------------------------------------------------------------
1 | 100 COLOR 15,1,1
2 | 110 DEFINT A-Z
3 | 120 SCREEN 2,0,0
4 | 130 GOSUB 10000
5 | 140 X=8:Y=8
6 |
7 | 200 PUT SPRITE 0,(X,Y-1),2,0
8 |
9 | 300 ON STICK(0) GOTO 310,301,330,301,350,301,370,301
10 | 301 P1=VPEEK(&H1800+X\8+(Y\8)*32):P2=P1
11 | 309 GOTO 400
12 | 310 P1=VPEEK(&H1800+X\8+((Y-1)\8)*32)
13 | 311 P2=VPEEK(&H1800+(X+6)\8+((Y-1)\8)*32)
14 | 312 IF P1<1 AND P2<1 THEN Y=Y-1
15 | 313 GOTO 400
16 | 330 P1=VPEEK(&H1800+(X+7)\8+((Y)\8)*32)
17 | 331 P2=VPEEK(&H1800+(X+7)\8+((Y+6)\8)*32)
18 | 332 IF P1<1 AND P2<1 THEN X=X+1
19 | 333 GOTO 400
20 | 350 P1=VPEEK(&H1800+(X)\8+((Y+7)\8)*32)
21 | 351 P2=VPEEK(&H1800+(X+6)\8+((Y+7)\8)*32)
22 | 352 IF P1<1 AND P2<1 THEN Y=Y+1
23 | 353 GOTO 400
24 | 370 P1=VPEEK(&H1800+(X-1)\8+((Y)\8)*32)
25 | 371 P2=VPEEK(&H1800+(X-1)\8+((Y+6)\8)*32)
26 | 372 IF P1<1 AND P2<1 THEN X=X-1
27 | 373 GOTO 400
28 |
29 | 400 IF P1=2 OR P2=2 THEN GOSUB 600
30 | 410 IF P1=3 OR P2=3 THEN GOSUB 700
31 | 420 IF STRIG(0) THEN GOSUB 600
32 |
33 | 500 GOTO 200
34 |
35 | 600 run"select.bas"
36 |
37 | 700 run"select.bas"
38 |
39 | 1000 DATA 00,00,00,00,00,00,00,00
40 | 1010 DATA 00,7F,7F,7F,00,F7,F7,F7
41 | 1020 DATA FD,EE,DF,33,FD,EE,DF,33
42 | 1030 DATA 3C,7F,DB,FF,FF,DB,7E,3C
43 | 1040 DATA *
44 | 1100 DATA 00,00,00,00,00,00,00,00
45 | 1110 DATA E0,E0,E0,E0,E0,E0,E0,E0
46 | 1120 DATA 68,68,68,68,68,68,68,68
47 | 1130 DATA D0,D0,D0,D0,D0,D0,D0,D0
48 | 1140 DATA *
49 | 1200 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
50 | 1210 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
51 | 1220 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
52 | 1230 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
53 | 1240 DATA 1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
54 | 1250 DATA 1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
55 | 1260 DATA 1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
56 | 1270 DATA 1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
57 | 1280 DATA 1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
58 | 1290 DATA 1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
59 | 1300 DATA 1,0,0,2,2,2,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
60 | 1310 DATA 1,0,0,2,2,2,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
61 | 1320 DATA 1,0,0,2,2,2,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
62 | 1330 DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,3,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
63 | 1340 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
64 | 1350 DATA *
65 |
66 | 1400 DATA 38,7C,FE,FE,FE,7C,38
67 | 1410 DATA *
68 |
69 | 10000 GOSUB 10100
70 | 10010 GOSUB 10200
71 | 10020 GOSUB 10300
72 | 10030 GOSUB 10400
73 | 10050 RETURN
74 |
75 | 10100 'LOAD PATTERNS
76 | 10110 S=0
77 | 10120 READ R$
78 | 10130 IF R$="*" THEN RETURN ELSE R=VAL("&H"+R$)
79 | 10140 VPOKE S,R
80 | 10150 VPOKE 2048+S,R
81 | 10160 VPOKE 4096+S,R
82 | 10170 S=S+1:GOTO 10120
83 |
84 | 10200 'LOAD COLORS
85 | 10210 S=0
86 | 10220 READ R$
87 | 10230 IF R$="*" THEN RETURN ELSE R=VAL("&H"+R$)
88 | 10240 VPOKE &H2000+S,R
89 | 10250 VPOKE &H2800+S,R
90 | 10260 VPOKE &H3000+S,R
91 | 10270 S=S+1:GOTO 10220
92 |
93 | 10300 'LOAD NAMES
94 | 10310 S=&H1800
95 | 10320 READ R$
96 | 10330 IF R$="*" THEN RETURN
97 | 10340 VPOKE S,VAL("&H"+R$)
98 | 10350 S=S+1:GOTO 10320
99 |
100 | 10400 'LOAD SPRITES
101 | 10410 S=&H3800
102 | 10420 READ R$
103 | 10430 IF R$="*" THEN RETURN ELSE VPOKE S,VAL("&H"+R$):S=S+1
104 | 10440 GOTO 10420
105 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Modern MSX BASIC Game Development
2 |
3 | This repository contains examples, demos and scripts from the book ["Modern MSX-BASIC Game Development"](https://www.amazon.com/Modern-MSX-BASIC-Game-Development/dp/1527298094/)
4 |
5 | 
6 |
7 | You can read the preface [here](https://github.com/plattysoft/Modern-MSX-BASIC-Game-Dev/blob/main/Preface.pdf)
8 |
9 | You can play around with the examples of the book [here](https://webmsx.org/?MACHINE=MSX1E&ROM=https://github.com/plattysoft/Modern-MSX-BASIC-Game-Dev/raw/main/demo/output/demo.rom)
10 |
11 | ## About the book
12 |
13 | MSX is a 1983’s 8-bit architecture standard for home computers. It includes a Z80 microprocessor and dedicated chips for graphics and sound.
14 |
15 | MSX BASIC is the default language of MSX computers. It is simple, yet reasonably powerful. You can use sprites, joysticks, and even access to the graphic and sound chips directly. That makes MSX BASIC a great entry point for making games and learning all the important concepts of MSX.
16 |
17 | Back in the 80s, then there was no Internet. The books available were few and often not very helpful. Most contained simply a list of all the BASIC instructions and some program listings without any explanation. It was unnecessarily hard.
18 |
19 | Nowadays there are vastly more resources available, but I still missed an all in one solution with all the details on how to write good games using MSX BASIC with the tools we have available today. That is what this book aims to be.
20 |
21 | Welcome to Modern MSX BASIC Game Development.
22 |
23 | ## Book structure
24 | The book is structured following a progressive approach in which we will cover the basics in the first chapters and will be building on top of the knowledge of previous chapters.
25 |
26 | - In the first chapter we talk about the development environment and the different options with their pros and cons.
27 | - In the second chapter, we cover the particularities of MSX BASIC as well as the different types of variables, some particularities of the language and a few recommendations on how to write programs.
28 | - In chapter 3 we get further into MSX BASIC structure and flow as well as commands for managing input and output.
29 | - In chapter 4, we start to build games, we will see how to define and use sprites and how to handle joysticks; and we will build a space shooter along the way.
30 | - In chapter 5 we explore the different ways to add collision detection to our space shooter, from hardware sprite collision to hitboxes and a combination of both.
31 | - In chapter 6, we look into the basic drawing commands available and we will build a simple dungeon game to highlight how they can be used.
32 | - Chapter 7 is when we get deep into the MSX graphics and dive into how to program the VDP to define tiles for more colorful and efficient graphics. This
33 | chapter is all about VPOKE and VPEEK.
34 | - In chapter 8 we explore how we can add sound effects to our games, both using the high level command PLAY and also accessing the PSG directly with SOUND.
35 | - Finally, in chapter 9 we will see some advanced techniques of MSX BASIC, including making it run blazing fast by compiling it with MSX-BASIC-KUN, splitting the program into many files to make the game more versatile, how to publish it, and we’ll close with a brief glimpse of other more advanced ways to make games for the MSX family.
36 |
37 | ## Links
38 |
39 | ### Emulators
40 | * openMSX: https://openmsx.org/
41 | * webMSX: https://github.com/ppeccin/webmsx
42 | * fMSX: https://fms.komkon.org/fMSX/
43 | * blueMSX: http://bluemsx.msxblue.com/download.html
44 |
45 | ### Editors
46 | * MSXPen: https://msxpen.com/
47 | * Kate: https://kate-editor.org/
48 | * Sublime tools: https://github.com/farique1/MSX-Sublime-Tools
49 | * Atom plugin: https://github.com/plainspooky/language-msxbasic
50 |
51 | ### Music tools
52 | * Arkos Tracker 2: https://www.julien-nevo.com/arkostracker/
53 | * WYZTracker: https://github.com/AugustoRuiz/WYZTracker
54 | * WYZPlayer: https://sites.google.com/site/wyzplayer/
55 |
56 | ### Design tools
57 | * tinySprite: http://msx.jannone.org/tinysprite/
58 | * nMSXTiles: https://github.com/pipagerardo/nMSXtiles
59 |
60 | ### Other tools
61 | * dsk2rom: https://github.com/joyrex2001/dsk2rom
62 | * hexFiend: https://hexfiend.com/
63 | * MSX-BASIC-KUN: https://konamiman.github.io/MSX2-Technical-Handbook/md/KunBASIC.html
64 |
65 | ### Useful websites
66 | * MSX Resource Center: https://www.msx.org/
67 | * MSXdev Context: https://www.msxdev.org/
68 |
69 | ### Beyond MSX BASIC
70 | * RetroDeluxe: https://github.com/retrodeluxe/rlengine-msx
71 | * Fusion C: https://github.com/ericb59/Fusion-C-v1.2
72 | * UBOX: https://github.com/reidrac/ubox-msx-lib
73 |
--------------------------------------------------------------------------------
/LICENSE:
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