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Software and gaming - BombJack - Short Review

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Author

BombJack - Short Review

AuroraMSX

msx master
Posts: 1231
Posted: November 24 2004, 13:31   
*cough*Gfx9K*cough*

And thanx to Magoo & Guillian for the nice review & shots
Maggoo
msx professional
Posts: 576
Posted: November 24 2004, 14:34   
Quote:

Screen 11 is quite nice. Remember the M-Kid promos (there we have Maggoo again ^_^)? They were *so* nice... Just too bad the game never got finished...



Hehe, Yup, screen 11 can be nice but noone I know is ever willing to make GFX in that mode (or for Screen 4 for that matter) so case closed

Anyway, back to the original topic. Anyone else has played MSX BombJack yet ?
Imanok
msx addict
Posts: 283
Posted: November 24 2004, 14:51   
Me, and finished it!

GREAT game, for sure.
Sonic_aka_T

msx guru
Posts: 2262
Posted: November 24 2004, 15:19   
Quote:

Screen 10/12 is not suitable for the BJ graphical style. I think that the MSX2+ screen modes are good for digitized images (photos, etc.) but not for drawings.

Actually, if I take a quick look at these screen-shots, this would work like a charm on screen 11. The sprites could stay the same, and the objects could be made using the pallette colors. That doesn't change the fact that screen 11 is a pain in the ass tho
[D-Tail]

msx guru
Posts: 2994
Posted: November 24 2004, 23:12   
Pft. PSP and conversion should do the trick
Sonic_aka_T

msx guru
Posts: 2262
Posted: November 24 2004, 23:14   
Usually, yeah, but not always... The screen is a big pain when trying to overlay the SC5 graphics over the YJK data tho... It sounds simple, but will often involve reading back VRAM data, modifying it and sending it back to the VDP again. At least twice the amount of time you'd need on say SC8. But then again, it can really be worth the hassle at times...
mth
msx freak
Posts: 189
Posted: November 25 2004, 03:57   
Sonic: You could do a logical block fill with an AND mask and then merge the paletted GFX with the JK bits using OR. Still slower than SCREEN5, but at least everything could be done by the VDP.

The problem of finding someone to draw SCREEN11 GFX remains tough and that's probably the hardest problem.
Sonic_aka_T

msx guru
Posts: 2262
Posted: November 25 2004, 17:16   
Quote:

Sonic: You could do a logical block fill with an AND mask and then merge the paletted GFX with the JK bits using OR. Still slower than SCREEN5, but at least everything could be done by the VDP.

Yeah, that's a great solution, except ofcourse it doesn't work Well, it'll work for completely filled perfect rectangles, but then we rarely use those now don't we?
KNM
msx user
Posts: 52
Posted: November 25 2004, 18:23   
Kralizec have done with this Bomb Jack an awesome work!! This guys just showed us how to make REAL games on an MSX.

Hey warau,nice to see yo there!

J.
mth
msx freak
Posts: 189
Posted: November 26 2004, 02:02   
Quote:

Yeah, that's a great solution, except ofcourse it doesn't work Well, it'll work for completely filled perfect rectangles, but then we rarely use those now don't we?



Ah, you're right. However, it is salvageable: you could make an AND mask that is copied using TAND, so you don't overwrite pixels outside of the shape. That does mean you need two separate masks for each shape: one AND mask and one OR mask.
warau
msx lover
Posts: 116
Posted: November 26 2004, 10:10   
Quote:

Quote:

Screen 10/12 is not suitable for the BJ graphical style. I think that the MSX2+ screen modes are good for digitized images (photos, etc.) but not for drawings.

Actually, if I take a quick look at these screen-shots, this would work like a charm on screen 11. The sprites could stay the same, and the objects could be made using the pallette colors. That doesn't change the fact that screen 11 is a pain in the ass tho



I insist ... The original BJ look & feel must be made in SC5. Furthermore, the VRAM is used hardly to store all the graphical data and SC11 screens are double sized (54K instead 27K).

And don't forget something I think is very important: Sc11 implies MSX2+ instead MSX2. The makers of BJ wanted the game running on basic MSX2 configurations (RAM 64K, PSG, etc.)
 
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