Il 04/04/23 12:51, Henk Berends ha scritto:
> Theoretically it looks possible to add a few screen modes to your
> TMS9918A firmware, like MSX2 screen 5 (256h x 212v x 16 colors,
> 26.5K) and/or 80 columns in screen 0 (text mode). This would make it
> a TMS9918A-plus or V9938-light with a wider range of applications on
> the retro computer.
Yes, the problem is that the cog code space is very limited and there
isn't much space left for additions.
> Also I noticed that sprites handling is not 100% compatible yet, with
> the coincidence bit and 5th sprite detection missing. Many games are
> playable without this anyway. One question, is following feature
> implemented? "Sprite processing is terminated if the VDP finds a
> value of 208 (D0H) in the vertical position field of any entry in the
> Sprite Attribute Table." (chapter 2.4.5 or page 2-27 of the TMS 9900
> Data Manual)
Yes, D0 is supported.
Also the 4 sprites per scanline limit is supported (although not
signaled in the status register), however I think there is a bug in that
case that may be the cause of the issues you found in some games.
Sometime ago I wrote a ColecoVision emulator for the Parallax P2 and
while porting the TMS9918 code from the P1 I found that the rendering
order was not entirely correct (don't remember exactly now...).
The coincidence bit is not supported, adding it may be problematic
because of the code size limit.
Best regards,
Marco