Author
| MSX Dev '08
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MäSäXi msx professional Posts: 851 | Posted: November 13 2008, 11:27   |
Maybe I can make one wish for MSX2 game makers...
Please convert more early eighties arcade games to MSX2, the ones which have lots of multicolour sprites etc, as with MSX2 it is possible to make graphically 100% arcade perfect conversions from those old arcade masterpieces and not so well known non-masterpieces too  I think that sound/music may be only thing which may differ a bit from arcade original, but that´s minimal thing.  |
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ARTRAG msx guru Posts: 2229 | Posted: November 13 2008, 17:00   |
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Huey msx professional Posts: 858 | Posted: November 13 2008, 18:24   |
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RyJuZo msx freak Posts: 235 | Posted: November 14 2008, 00:42   |
Quote:
| The MSX configuration specs are very low (VRAM: 16 KB, 128Kb rom, etc), it's not very stimulating. The specs should be MSX2, no max RAM limit, etc. 
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I agree...the specs of msxdev'08 are too low...
even with maximum compression I know we'll exceed the 128kb boundary....
I can understand putting a limitation on the ram and vram being that not every one has a mapper and not everyone (might) have a msx2 but I really dont understand the need to limit the rom size??? even a romsize of 1024kb will run on a MSX1 so what's the big deal?
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wolf_
 msx legend Posts: 5178 | Posted: November 14 2008, 00:57   |
It's an endless debate. The Dev organizers generally argue that larger games lead to larger projects which lead to a bigger chance that a game is not finished in time or even worse: eventually canceled.
I on the other hand tend to argue that most of the bits 'n bytes of a large game are made out of artwork, which may -depending on the person who makes it- take little time to make. About 40% of MJTT is music data, just to name something. I was able to make a complete MJTT level tileset in an evening and there are countless more examples why artwork may consume tons of memory while not very labor intensive to make and while not being out of place in the actual game.
Map editing is another thing. With the proper map editor you can make huge maps relatively quick. In my opinion it's quicker to draw a new level tileset than to code a new semi-advanced game feature.
There may also be the argument of preventing 16KB minigames having to compete with oodle-size megaroms, but I'm not sure how relevant it should ever be. For dev'05 the two 48KB ROMS (maxed size back then) were also considerably larger in scope than the 16KB entries. So, 48KB or 128KB or 1MB, a larger game is larger than a small game, you can as well make the specs completely free.
Then again: their rules. For other rules: other contests.. |
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PingPong msx master Posts: 1290 | Posted: November 14 2008, 08:34   |
Quote:
| It's an endless debate. The Dev organizers generally argue that larger games lead to larger projects which lead to a bigger chance that a game is not finished in time or even worse: eventually canceled.
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On the other hand having so limited specs could lead to not try to develop nothing. The worse situation.
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viejo_archivero msx addict Posts: 504 | Posted: November 14 2008, 09:41   |
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| Then again: their rules. For other rules: other contests.
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Must agree with da wolfie here. For those wanting more horsepower, try MRC Challenges and/or Passion MSX, so why complaining about MSXdev specs? If we move MSXdev to MSX2, MSX(1) games wouldn't be supported by any contest (as they are at MSXdev), and we can live the same situation as years ago (no MSX(1) games). So I say: let MSXdev contests live as they are. Dammit, they really bring lots of fun each year!  |
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sjoerd msx addict Posts: 457 | Posted: November 14 2008, 09:57   |
The specs cannot be the problem. There were and are other competitions, with much higher specs, but with the same problem.
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MäSäXi msx professional Posts: 851 | Posted: November 14 2008, 11:16   |
Quote:
| I on the other hand tend to argue that most of the bits 'n bytes of a large game are made out of artwork, which may -depending on the person who makes it- take little time to make. About 40% of MJTT is music data, just to name something. I was able to make a complete MJTT level tileset in an evening and there are countless more examples why artwork may consume tons of memory while not very labor intensive to make and while not being out of place in the actual game.
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Princess Maker could eat lots of memory because it has lots of pictures, but I still I hope someone could convert it to MSX1 as Mega or two-mega rom. Game itself is simplish and that´s why probably easy to convert, just redesign graphics to screen2.
Princess Maker for MSX-1 !!! Princess Maker for MSX-1 !!! Princess Maker for MSX-1 !!! Princess Maker for MSX-1 !!! Princess Maker for MSX-1 !!! ....................     |
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wolf_
 msx legend Posts: 5178 | Posted: November 14 2008, 11:19   |
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| just redesign graphics to screen2
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And you think *that* is easy?  |
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MäSäXi msx professional Posts: 851 | Posted: November 14 2008, 11:26   |
Yes I thought so...  |
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MäSäXi msx professional Posts: 851 | Posted: November 14 2008, 12:23   |
Viejo, after seeing your "Los Archivos", I hope you can get your teeth again into:
* MONSTER BASH - hope you can start this again, arcade is just too cool to leave without MSX conversion!  Maybe you can now use "Moon Over Arba Minch technology"  to use arcade´s digitized sounds!
* FORBIDDEN PLANET - I really like to see Freddy Hardest in some MSX STYLE game, not Spectrum style  I have always really liked Freddy´s Hairstyle!!  thought you meant NON-scrolling game, as it uses Infinity engine, but I don´t care, just do MULTICOLOUR FREDDY HARDEST IN FORBIDDEN PLANET!!! Please add there 1950s american B-movie monsters and saucers and effects!!!!!!
* KITTEN KABOODLE - STILL waiting decent MSX-1 conversion of PENGO! Garbisoft´s almost monochrome IGLOO is nice game to play, but lacks colours and is bit simplified too..... So please make this!! Of course I prefer PENGO/PETCH than clone with different graphics.  I am sure that you can make almost arcade perfect PENGO!!
* LITTLE KNIGHT´S ADVENTURE - Guess what?! I have hoped years to see Alex Kidd (or it´s clone) on MSX-1!!!!!
* MALAIKART - still hoping to see some low-resolution fast racing game on msx, even if player if low-res too!  (thought I prefer player is multicolour sprite, don´t care if other drivers are low-res  ) It would be nice to see how fast FULL-SCREEN low-res racing game is possible to make for MSX-1.
* RAINBOW ISLANDS - need no explanation!
* THE NEW ZEALAND STORY - same as above!
* XFERE - looks nice!  Is it graphical test for "multi-directional" Trailblazer or some different collect-stuff-with-ball game? Surely there´s no equivalent game for msx-1!
* GHOSTS ´N GOBLINS - whoever was making it, I hope he continues his project!!!! 2006 scrolling demos were just more awesome than words can explain!!!!!!!!!!!
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viejo_archivero msx addict Posts: 504 | Posted: November 14 2008, 12:47   |
Hey, MäSäXi! I guess I will have a "little" MSX developing downtime for a while, so you'll haev to wait. Anyway, who knows, surprises could happen, just remember Night Driver!!.. But better keep on the lack-of-entries-at-contests topic, which I think is quite relevant  . Ah, and thnx for the positive feedback! |
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MsxKun msx lover Posts: 107 | Posted: November 14 2008, 13:45   |
Quote:
| Viejo, after seeing your "Los Archivos", I hope you can get your teeth again into:
* KITTEN KABOODLE - STILL waiting decent MSX-1 conversion of PENGO! Garbisoft´s almost monochrome IGLOO is nice game to play, but lacks colours and is bit simplified too..... So please make this!! Of course I prefer PENGO/PETCH than clone with different graphics.  I am sure that you can make almost arcade perfect PENGO!!
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Pengo will be released probably next year for Paxanga Soft, wait some months.
(it even has musics finally - /me grins to someone here  -) |
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Huey msx professional Posts: 858 | Posted: November 14 2008, 13:52   |
@viejo: Making mockups is always more fun than completing the whole thing  I do hope you manage to find the time and motivation to work on some of them. These screens prove more than once that MSX1 can have superb looking games. Al that is needed is inspiration and skills. |
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