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Software and gaming - MSX <-> ZX Spectrum

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Author

MSX <-> ZX Spectrum

poke-1,170
msx professional
Posts: 897
Posted: February 07 2007, 00:40   
hey that's very cool I guess he's the only AY riders guy who lives in white russia as far as I know.
their speccy music is excellent I think
Shiru
msx lover
Posts: 115
Posted: February 07 2007, 01:54   
Yes, he's only one russian in AY riders. And he also write not only for AY, but for 2A03 (NES), and tried to write for TurboFM (he one of testers of cross-editor, although by now he's wrote only 6 patterns, because he's busy with education).

I not very like AY music by now, just because there (in Russia) was too many tracks (~17000) and compositors (~1000), and it's a little boring for me I'm not sure that I listened AY Riders music, but I exactly listened tracks from some of members, and yes, it was good tracks.
Shiru
msx lover
Posts: 115
Posted: March 09 2007, 14:52   
New report about BQ.

Almost all problems (gfx glitches, disk routines) are fixed. Still small problems with keyboard polling in menu screen and screen-split in game. Game itself are fully functional. Now goes preselection of background music (from already released ZX music from various authors - sorry, no MSX-exclusive), and it almost finished. So, if AlCo do not switch to other projects again, release will be soon.
PingPong
msx master
Posts: 1026
Posted: March 09 2007, 15:03   
Good!
can we see a screen shot of the speccy or msx version? Where?
jltursan
msx professional
Posts: 887
Posted: March 09 2007, 15:39   
Indeed!, some W.I.P. page?
Shiru
msx lover
Posts: 115
Posted: March 09 2007, 16:39   
In-game screenshot: http://img254.imageshack.us/my.php?image=bqopenmsxrk6.png

Graphics is almost identical for ZX/MSX (both versions use standart ZX palette), except smaller vertical size of game screen for MSX.
PingPong
msx master
Posts: 1026
Posted: March 09 2007, 16:50   
G R E A T !

{mod: removed double post}
Huey
msx professional
Posts: 637
Posted: March 09 2007, 17:44   
Why not entering a competition with this. Perhaps you could win an OCM with this!
Shiru
msx lover
Posts: 115
Posted: March 09 2007, 18:22   
I already asked AlCo about it in January, and he said he not want to enter competition with this game. I don't remember all reasons, but some of them: game already was released (for ZX, but MSX version differs only in game speed, screen size, and music), and already was in competition (CC'06, combined game compo - all platforms including PC) and got 2th place from 9.
manuel
msx guru
Posts: 3552
Posted: March 09 2007, 22:53   
Wow, looks great!

The screen split problems may also be caused by not 100% accurate timing in openMSX. It happens in some programs, it's not perfect yet. If you can, please do test on a real MSX! But maybe you already did that In that case, I hope the problems look the same in openMSX as on your real MSX
Huey
msx professional
Posts: 637
Posted: March 14 2007, 14:09   
@shiru:
Just a question.

As you made the "AY sound FX editor" and Alone Coder made the "pt3 tracker/player" and you two work together. Have you ever thought of making a pt3 replayer with functionality for sfx? Or have you already made such a routine?

This would be a major boost for both PT3 and MSX game development for minimal configurations (as competitions like the MSXdev require minimal PSG support).

The MSX community would be very very grateful (at least I would ).
Shiru
msx lover
Posts: 115
Posted: March 15 2007, 23:38   
Huey, to be exact, AlCo actually didn't nor pt3 tracker neither pt3 player. Originally pt3 was written by other peoples, which dropped this project, and AlCo continue it (and improve it greatly). pt3 player was written by original authors, and later modifed by many peoples, but on MSX more known pt2/3 players by Sergey Bulba, which was totally rewritten.

In BQ we use standart pt3 player and my sfx player, they work together without problems, although code of music/sfx players are independent (sfx player also will work with any another music player). Note that sfx player in AYFX editor 0.4 is outdated, in BQ-MSX used newer version, which will be available as well as game source code; I plan to update my sfx editor later.

Speaking about pt3 player with sfx functionality - in which case such combined player will be useful? I think, only in case with 'minigames', which size is limited to some KB's (because combined player must be slightly shorten than sfx+music players). But pt3 player itself take about 2KB, and music also take 1-16KB, so it useless in 1-4KB games. In bigger games some additional bytes for sfx player are not big problem (easiest way to get it is to cut down music player by removing some unused effects code).


Back to BQ news. Music was selected and was placed in game. Game was tested, some bugs was found and fixed. English readme was written. I can't tell when game will be released exactly, because only AlCo decide it, but I expect this in a some days.
Huey
msx professional
Posts: 637
Posted: March 16 2007, 08:59   
Quote:


In BQ we use standart pt3 player and my sfx player, they work together without problems, although code of music/sfx players are independent (sfx player also will work with any another music player). Note that sfx player in AYFX editor 0.4 is outdated, in BQ-MSX used newer version, which will be available as well as game source code; I plan to update my sfx editor later.



Shiru! That is great news. PSG music is very underrated in the MSX scene (due to all the other soundchips). Thanks for planning to share the source. This could be helpfull for other projects. Thanks

Quote:

Speaking about pt3 player with sfx functionality - in which case such combined player will be useful? I think, only in case with 'minigames', which size is limited to some KB's (because combined player must be slightly shorten than sfx+music players). But pt3 player itself take about 2KB, and music also take 1-16KB, so it useless in 1-4KB games. In bigger games some additional bytes for sfx player are not big problem (easiest way to get it is to cut down music player by removing some unused effects code).



It will be very usefull. Most of the MSXdev games use the .pt3 replayer. 1-4KB games are very uncommon in the MSX scene. 32kB and 48kB games are more common at the moment for MSX1 developers.
Our plan is to use the replayer for a bigger game (256-512 kb MegaROM). But as you said. We will probably remove some effects code or adjust to play music from ROM.

I'm eager to see the final QB.....
manuel
msx guru
Posts: 3552
Posted: March 16 2007, 18:57   
Yeah me too! And I hope to see more software from our new Russian MSX friends
dvik
msx master
Posts: 1343
Posted: March 16 2007, 19:09   
This is indeed excellent news I'm really looking forward to try your replayer. Can you give a very short description on how it works, e.g. can you have 3 channel music and when sfx is played, take one of the three music channels for sfx temporarily. Good to know if I should plan for 2 or 3 channel music.
 
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