MSX1 demo for euskal encounter 14
This domain name expired on 07/07/2006 and is pending renewal or deletion on my birthday lol 
By Google
Let's take over that domain...ghehe, prutsers.
So, how can we get it?
submit it to MRC and it'll go into the download database..
This domain name expired on 07/07/2006 and is pending renewal or deletion on my birthday lol 
OPS!
well...
www.castellvirtual.com/EP14MSX.zip
www.castellvirtual.com/EP14MSX.lzh
Looks nice.
Must say that MSX1 is/was heavily underestimated by me in the past. I like MSX1 more than MSX2 at the moment. It just has more charm........
Pitty there is no music. There seems to be only a very few who will make PSG (pt3) songs.
P.s.: If there are people who want to make .pt3 songs for let's say a game. Contact me, please.
Well msx1-drawing is, in a way, faster also. Because there's less you can do, you're done earlier.
Same with PSG music, with 3 channels you don't need to mess around with the giant lot the Moonsound offers. Because there're less colors, chances are big that the tiles don't make sudden style/form/color-changes, meaning that you easily tile them in some map-editor and construct alternative objects from them (big parts of UU were done by just making newly invented objects from a ready-made set o' tiles!).
Also, you won't think over the palette, there is none 
So in a way limitation saves time.. my development-formula still stands: developmenttime = systemspecs^2. Gfx9000 makes code easy, but you can count on it that the actual game-development takes ages..
Well msx1-drawing is, in a way, faster also. Because there's less you can do, you're done earlier.
Same with PSG music, with 3 channels you don't need to mess around with the giant lot the Moonsound offers. Because there're less colors, chances are big that the tiles don't make sudden style/form/color-changes, meaning that you easily tile them in some map-editor and construct alternative objects from them (big parts of UU were done by just making newly invented objects from a ready-made set o' tiles!).
Also, you won't think over the palette, there is none 
So in a way limitation saves time.. my development-formula still stands: developmenttime = systemspecs^2. Gfx9000 makes code easy, but you can count on it that the actual game-development takes ages.. 
Of course it depends of what you can do. Try to code games like Ghost'N'Goblins on MSX1 with the spectacular 4 sprite limit x scanline!
I think the best is a msx2. Not so limited, not so easy...
Experience saves time. Just 3 channels bugs me. I said it before and I will say it again, limmitations
resricts the creativity. It is easier to delete than it is to write. (Schrijven is schrappen
)
And the gfx9000 does not always make things easier, it just makes things possible
I said it before and I will say it again, limmitations resricts the creativity.

LOL

I say "MSX equals Limitations"
Someone else said recently: "If it looks nice on MSX its a trick" tricks equal creativity

By NapalM
Master (193)
26-07-2006, 04:26