
LESSON 26 – INTERVAL ON, RND AND OTHERS
Good morning everyone, In this episode I will talk about an important interrupt, especially for games, when we want to make an enemy suddenly appear or a useful object, but also to create a stopwatch or a clock and many other things. The COMMAND exploits the...

LESSON 25 – ERROR MANAGEMENT, FUNCTION KEYS AND PROGRAM INTERRUPTION
Good morning everyone. As I mentioned in the last episode, I will talk about error management, how to work with the function keys and control the STOP key. The mistake that is often made is the so-called typo, we will see it appear on the screen...

LESSON 24 – THE DATA MANAGED BY THE MSX (PART 3)
Kind regards to everyone. Today we will close this topic, I will talk about direct or random access files. But first, as I mentioned in the last episode, I will give a small explanation about the program. First of all, the first thing to say is that I used a command which...

LESSON 23 – THE DATA MANAGED BY THE MSX (2nd Part)
Let's continue our lesson from last time, of which my last explanation was on the commands to be able to "work" with files. Today I will talk about how to create sequential files, but before that I haven't said 2 words about the MAXFILES= command. this command makes us...

LESSON 22 – THE DATA MANAGED BY THE MSX (1st Part)
Greetings to all readers. In this episode I will talk about managing our data and the methods that can be used with our MSX. The data that we can manage is divided into many categories; programs, binaries, texts, archives, images and more. For...

LESSON 21 – MSX and music
The MSX has a great sound chip that can 'play' three voices at once. Let's start with the classic command that we often hear in various programs or when an error occurs. Its name is BEEP, that is, by writing the name of this command we reproduce this sound. AND'...

LESSON 20 – GRAPHICS – SPRITES (5th Part)
We created our sprite and made it move around the screen. Now let's see how to create the collision between sprites. The MSX has a control created specifically for collisions. This works like a switch, whenever two sprites "touch" each other, it lets...

THE GRAPHICS – THE SPRITES (4TH PART)
Here we are at the most important part of the graphics, the one you were waiting for with enthusiasm! How to draw objects or characters on the screen and then make them move: THE SPRITES. Before starting the explanation, let's remember what I said, when...

LESSON 18 – LAGRAPHICS (3rd Part)
Before continuing to talk about the other functions of graphics, I would like to apologize to the readers for an error or rather an oversight in the last episode. On the last part of the CIRCLE command, to be precise on its syntax: Syntax: CIRCLE [STEP]...

LESSON 17 – LAGRAPHICS (2nd Part)
Let's continue talking about the other functions of graphics. PSET/PRESETI two commands are practically the same, they draw a point at the specified coordinate. The only difference between the two is that if the color code is omitted, the first one, i.e. PSET, will use the color of...
