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Autor Tema: [[**Entry**]] "Heart Stealer" (Timmy)  (Leído 15160 veces)
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« Respuesta #15 : 19 de Noviembre de 2013, 04:50:19 pm »

The main character is 6 hardware sprites (3 at the top, 3 at the bottom). The disadvantage is the extra processing and the fact that the background on which the sprites are moving has to be uniform or made out of stripes (which can look neat if you play it right)...  

Now try horizontal and make a game, not a demo Smiley
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« Respuesta #16 : 19 de Noviembre de 2013, 05:46:19 pm »

The main character is 6 hardware sprites (3 at the top, 3 at the bottom). The disadvantage is the extra processing and the fact that the background on which the sprites are moving has to be uniform or made out of stripes (which can look neat if you play it right)...  

Now try horizontal and make a game, not a demo Smiley

Hey I never said it was very convenient but nothing really is when dealing with MSX Sprites :-)
« Última modificación: 19 de Noviembre de 2013, 05:51:12 pm por Maggoo » En línea
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« Respuesta #17 : 19 de Noviembre de 2013, 07:47:55 pm »

The main character is 6 hardware sprites (3 at the top, 3 at the bottom). The disadvantage is the extra processing and the fact that the background on which the sprites are moving has to be uniform or made out of stripes (which can look neat if you play it right)...  

Now try horizontal and make a game, not a demo Smiley

Hey I never said it was very convenient but nothing really is when dealing with MSX Sprites :-)

Each game has its own needs Smiley As I see the screenshoot, I think that light and clear background could do enough fine with monochrome (and dark sprites). Then you have something smooth, as this kind of games usually needs.  But yes, depending on how enemies move, you could do this and that... Same as depending on how many of them are on screen, you can add a second sprite for each.  The advantage of 2nd method is that, for the programmer, it is easier to deal with, so he can focus more on the game and less on the tricks Smiley I think, it's just my opinion.
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« Respuesta #18 : 19 de Noviembre de 2013, 11:54:55 pm »

The idea of using software sprites is very interesting. I like that demo. You might want to make a game out of it.

I use software sprites in my Spectrum games all the time (as if there were any other choices.) For the MSX I'd love to try out hardware sprites first. It's new for me. Smiley

Also it's my first game and I'd like to concentrate on getting it work first. You'd be surprised how hard it is to learn a completely new machine when most of the interesting documents are in Spanish.  Lips Sealed

And I agree with "focus more on the game" first, but then again, I'm just a beginning MSX programmer...
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« Respuesta #19 : 20 de Noviembre de 2013, 06:24:34 am »

And I agree with "focus more on the game" first, but then again, I'm just a beginning MSX programmer...

Way to go, Timmy. Imho, your fist goal should be to get used to the platform, that's new to you: once that's done, then there will be time for perfection Wink
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« Respuesta #20 : 20 de Noviembre de 2013, 11:12:49 am »

About the documentation being in Spanish, I suggest you to google "The MSX Red Book", available online as a TXT file OCRed from the original by Avalon Software, focused on MSX(1) machines. If you already know about Z80, this document is perfect. I taught myself MSXing using just this one.
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« Respuesta #21 : 14 de Diciembre de 2013, 07:17:39 pm »

The idea of using software sprites is very interesting. I like that demo. You might want to make a game out of it.

I use software sprites in my Spectrum games all the time (as if there were any other choices.) For the MSX I'd love to try out hardware sprites first. It's new for me. Smiley

Also it's my first game and I'd like to concentrate on getting it work first. You'd be surprised how hard it is to learn a completely new machine when most of the interesting documents are in Spanish.  Lips Sealed

And I agree with "focus more on the game" first, but then again, I'm just a beginning MSX programmer...
I vote for small sprite flickering ( the msx has built-in flickering sprites ;-) ). If you need to know how to do it, the trick is simple:
suppose you had to show 6 sprites on a scan line:

A B C D E F
sprites ( E, F) will be dropped, not shown. Each frame you could fill the VRAM table (the SAT) where sprites attributes are kept by rotating (shifthing) the sprite planes. So the next frame will be

B C D E  F A
now, F and A are dropped, next frame you fill with

C D E F A B
and so on, until you reach again to the ABCDEF configuration.

this is called sprite plane rotation. There are other tricks, of course but i think this is the more simpler to code.

you can also "preserve" from flickering some planes (usually the main charater) so your configuration become:

ABCDEF
ABDEFC
ABEFCD
ABFCDE
ABCDEF -> again!

this will ensure that AB planes always are shown and others will flicker

 
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« Respuesta #22 : 16 de Diciembre de 2013, 02:00:13 am »

I vote for small sprite flickering ( the msx has built-in flickering sprites ;-) ). If you need to know how to do it, the trick is simple:

[...]
Thank you for the suggestion. I will consider it. Your explanation is fine, and the idea is not difficult technically.

(It is likely that I will do something like this, but I can't promise it right now. Also I have sensitive eyes so I will have to try it out myself first before committing on anything. I thought of the idea some time ago now but haven't had time to test it yet.)
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« Respuesta #23 : 16 de Diciembre de 2013, 08:49:31 pm »

Nice to see Spectrum programmer making an MSX conversion, Timmy!  Smiley It´s interesting to read what Spectrum programmer has to deal with when "porting" his game to MSX.

Here is one more helpful hint for making your player and enemies more colourful. Try Colecovision game "Galaxian" on bluemsx emulator, you will soon see how the programmers had done enemy ships so colourful, it is a nice "trick" indeed and I think you can get new ideas by watching it for a while. Smiley

Please show and tell us more as your converting goes on! Smiley
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« Respuesta #24 : 16 de Diciembre de 2013, 08:56:57 pm »

About Galaxian, you can find on my site a MSX conversion of the Coleco version :

http://www.msxblue.com/?p=5978
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