MSX

Tier 1: Welcome to MSX BASIC
Power on the MSX and drop into a full-featured BASIC. You’ll learn how to load, save, draw, and explore the quirks of the MSX's ROM-based friendliness.

Tier 2: PEEK, POKE and BIOS Calls
Start digging deeper. Use PEEK and POKE to interact with hardware, and call BIOS routines directly to perform screen, sound, and I/O operations.

Tier 3: Native Z80 Programming on MSX
Get serious with Z80. You’ll write full programs, bypass or leverage the BIOS, and understand memory layout and calling conventions.

Tier 4: Direct to VDP
The VDP is your canvas. This tier teaches how to manipulate name tables, tiles, and colour memory directly for better performance and control.

Tier 5: Sprite Systems with the VDP
MSX hardware sprites are fast and flexible. In this tier, you’ll learn to configure, draw, and animate up to 32 objects on screen.

Tier 6: AY-3-8910 Sound Programming
Unlock the PSG chip. You’ll write music and sound effects using tone, noise, and envelope generators across three independent channels.

Tier 7: Polling Input Devices
Read the keyboard and joystick like a pro. This tier teaches you to scan the matrix, debounce inputs, and handle multiple keys reliably.

Tier 8: Structured Assembly Projects
Time to scale. You’ll build modular source layouts with reusable routines, assembler macros, and a build system to keep your projects clean.

Tier 9: Scrolling and Tilemaps
The VDP’s tile system is perfect for scrolling games. Learn to build tilemaps, update name tables, and scroll smoothly across a game world.

Tier 10: Sprite Animation and Logic
Now that sprites move, let’s animate them. Create sprite engines that flip frames, respond to input, and interact with game logic.

Tier 11: Compression and Data Loading
Memory is tight — time to compress. Pack your maps, sprites, and music, then write decompressors that run cleanly in Z80.

Tier 12: Toolchains and Automation
You’re not typing hex anymore. Set up your modern build chain with makefiles, converters, and automated test harnesses.

Tier 13: Custom Loaders and Boot Sequences
Make your own loader. Launch from BASIC, show an intro, and preload code or assets before the game proper begins.

Tier 14: Raster Effects and Timing Tricks
There’s no raster interrupt, but there is raster *timing*. Use scanline polling to split screens, animate colours, and layer effects.

Tier 15: Game Structure and State Management
A real game has states, logic, UI, and levels. Build menus, game loops, overlays, and transitions that make your project feel like a product.

Tier 16: Mastering the MSX
Bring everything together. You’ll optimise, polish, and build a complete MSX program — from boot screen to final boss.