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Development - Going to enter the MSX-dev'08 - Let me introduce the TEAM...

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Author

Going to enter the MSX-dev'08 - Let me introduce the TEAM...

dhau
msx master
Posts: 1062
Posted: June 15 2008, 17:33   
Wow, lots of letters! I hope you do produce an entry, or else your team will be renamed to "Team Hot Air"
manuel
msx guru
Posts: 3545
Posted: June 15 2008, 17:50   
Quote:

And as for the modified version of BlueMsx, I believe I'm not allowed to release a modified version to the public according to the agreement. But I'll have to check ...



As hap also said: you are if you also release the source code of the changes. And that's the most important part, I think.
dvik
msx master
Posts: 1343
Posted: June 15 2008, 17:53   
It would be great if you want to release your bluemsx changes. We've been talking about a VRAM viewer as well as enhancements to the debugger. So if you want to share your work it would be great
RyJuZo
msx freak
Posts: 135
Posted: June 15 2008, 22:15   
Quote:

Wow, lots of letters! I hope you do produce an entry, or else your team will be renamed to "Team Hot Air"



if you really want to call our BLUF !! why not compete AGAINST us ...??!!?


RyJuZo
msx freak
Posts: 135
Posted: June 15 2008, 22:35   
Quote:

It would be great if you want to release your bluemsx changes. We've been talking about a VRAM viewer as well as enhancements to the debugger. So if you want to share your work it would be great



....but have in mind that haven't documented the changes I made ...
I also haven't used the latest version of blue-msx...when I started to make these changes the current version was 2.61 or so...

here are some of the things I added:

- breakpoints on reads and writes
- conditional breakpoints
- loading of binary file into current memory from within debugger
- graphical view of the vram by selecting the screen type (including page select)
- sprite viewer
- palette viewer
- better memory editor,the old one sometimes failed to write the changes

It was my intention to create a complete debugging tool....to speed up the development-process

FiXato
msx addict
Posts: 264
Posted: June 15 2008, 23:04   
Run a diff on the source code to see what changes you've made
Edwin
msx professional
Posts: 626
Posted: June 15 2008, 23:30   
Good way to make an entrance!

Seems like you must have been busy for a while already with all those tools. Are you well on the way with the game itself too? It's always more work than you expect it to be.

Good luck on the project!
RyJuZo
msx freak
Posts: 135
Posted: June 16 2008, 00:45   
Quote:

Good way to make an entrance!

Seems like you must have been busy for a while already with all those tools. Are you well on the way with the game itself too? It's always more work than you expect it to be.

Good luck on the project!



I know it is....That's why it's fortunate that we're all programmers ..artists and musicians too. We can share the work more easily among us.

And yes we were quite busy developing these tools. But without good and efficient tools developing a game is a slow and painfull process...you must have good tools.

We are very enthousiastic about this project that's why we decided to create all the tools ourselves...everything must go as smooth as possible....
so...no worries the game will be finished on time.
We only hope we can capture the same "magic" in our game as Konami did with Maze of Galious....(in our opinion one of the best msx1 games ever made!)


wolf_
online

msx legend
Posts: 4780
Posted: June 16 2008, 00:51   
Quote:

so...no worries the game will be finished on time.


Just know that I've said that line dozens of times for our own entries as well.., and we (edwin+me) are also extensive tool-builders, and in general have built-up quite some gaming-routine. Now, one can't compare one person to another of course.. but, well, anyway, let it be said.
dvik
msx master
Posts: 1343
Posted: June 16 2008, 03:04   
Quote:


....but have in mind that haven't documented the changes I made ...
I also haven't used the latest version of blue-msx...when I started to make these changes the current version was 2.61 or so...



If you want to contribute your changes to the mainstream emulator, I'm more than willing to do the integration. People have been asking for these features and I'm sure it will be highly appreciated, not only by us in the dev team, but also many users.

Send me an email if you are interested: daniel at vik dot cc


pitpan
msx master
Posts: 1390
Posted: June 16 2008, 09:11   
A little boombastic, isn't it?

But a new development group will be always welcome: let your future games be the evidence to judge if your statement was a bit over the top or it was right.

Nevertheless, I'd suggest to have a look a this helpful definition here. I've been developing MSX games for quite a while now, with more than 10 games finished and published so far, and even though, I haven't learned yet to keep my mouth shut. In my particular vapourware list I've the following items: PUCKMAN, COLUMNS, DR. MARIO, PIPEMANIA/PIPEDREAM, FLIPULL/PLOTTING and so far. They are all "easy" games to program and some of them are already working, but it is not always easy to complete them.

Check the list of "unfinished" MSXdev'03 - MSXdev'07 entries and you will see that it is a common problem.

I wish you the best luck. Motivation is the critical success factor here. I hope that you will meet the deadline.

By the way, have you contacted the MSXdev TEAM to register the game? That's the first step
viejo_archivero
msx addict
Posts: 456
Posted: June 16 2008, 10:08   
A new development team striking hard! hype anyone? Go on, I am really curious to know more about your project!
evulopah
msx addict
Posts: 464
Posted: June 16 2008, 11:05   
Excellent... looks good... but personally I think it's a hoax!!




FiXato
msx addict
Posts: 264
Posted: June 16 2008, 12:27   
Yes, that's a really good thing to do for motivation: calling new projects a hoax, vapourware or hot air so soon after announcement...

Anyway, welcome to the scene and looking forward to seeing your stuff RyJuZo
RyJuZo
msx freak
Posts: 135
Posted: June 16 2008, 12:58   
Quote:

A little boombastic, isn't it?

But a new development group will be always welcome: let your future games be the evidence to judge if your statement was a bit over the top or it was right.

Nevertheless, I'd suggest to have a look a this helpful definition here. I've been developing MSX games for quite a while now, with more than 10 games finished and published so far, and even though, I haven't learned yet to keep my mouth shut. In my particular vapourware list I've the following items: PUCKMAN, COLUMNS, DR. MARIO, PIPEMANIA/PIPEDREAM, FLIPULL/PLOTTING and so far. They are all "easy" games to program and some of them are already working, but it is not always easy to complete them.

Check the list of "unfinished" MSXdev'03 - MSXdev'07 entries and you will see that it is a common problem.

I wish you the best luck. Motivation is the critical success factor here. I hope that you will meet the deadline.

By the way, have you contacted the MSXdev TEAM to register the game? That's the first step



We're currently designing an intro screen and then we'll register. Otherwise we'll have nothing "PRETTY" to show...only the (unfinished) game-engine and some test-gfx exist right now....

And even if we would not make the deadline we will still finish the game. We only enter the MSX-dev to get some (more) recognition for the work we did and/or going to do....

 
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