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SW for gfx9000

ARTRAG
online
msx guru
Posts: 2227
Posted: April 28 2009, 13:01   
How many programs/games/demo there are for this HW?
Is this info already somewhere on the net?
If not, can you post here the name of those you know?
dhau
msx master
Posts: 1384
Posted: April 28 2009, 13:07   
At least two: GFX9000 editor and unwanted gameboy "emulator"
Huey
msx professional
Posts: 858
Posted: April 28 2009, 13:26   
X-tacy
Latok
msx master
Posts: 1891
Posted: April 28 2009, 14:12   
Edit: LAME, Latok, lame........GFX9000 programs, no turboR........READ!!


Some time ago MRC organized this bounce demo and there were some GFX9000 entries, I believe.......There is this MBWAVE shell developed by msd.......Uhm.......Symbos? Does it run on GFX9000?
Latok
msx master
Posts: 1891
Posted: April 28 2009, 14:15   
And then that BASIC which was developed for GFX9000..........Uh, Power Basic or something? G-Basic? Hm.......
wolf_

msx legend
Posts: 5178
Posted: April 28 2009, 14:45   
We (Infinite) are planning a g9k/moonsound game, after we've finished at least two other games. No challenge, so, no deadline and no rushjob. But also nothing to mention so far about a release date. We're also not exactly sure whether 3.58MHz will be sufficient. The thing with G9k and Moonsound is that it's tempting to have more and more of everything. To manage all those oodles the game engine is expected to be heavier.

Naturally, Polka 2 needs to be done also, as you're not going to manage 15000+ tiles with the loose small hacky tools we already have..

So much to do.. so little time.. ._.
Huey
msx professional
Posts: 858
Posted: April 28 2009, 14:50   
Quote:

Naturally, Polka 2 needs to be done also, as you're not going to manage 15000+ tiles with the loose small hacky tools we already have..



Try to get your hands on CharacterMaker1999. I use it for all MSX screen types. Even screen2!!
manuel
msx legend
Posts: 4320
Posted: April 28 2009, 19:34   
See also: http://faq.msxnet.org/gfx9000.html (this is not a complete list, though)

Missing is at least Symbos.

ARTRAG
online
msx guru
Posts: 2227
Posted: April 28 2009, 19:53   
Almost no SW...
Is it worth to develop something like this
https://sites.google.com/site/testmsx/field-of-view/fovasm090427.rar?attredirects=0
for gfx9k?
Who would care of it?
Sd-Snatcher
msx addict
Posts: 302
Posted: April 28 2009, 20:20   
ansi telnet for internestor lite.

http://www.youtube.com/watch?v=BXvzcfwN3LI <--- this is the v9958 version, the gfx version is only faster.
PingPong
msx master
Posts: 1286
Posted: April 28 2009, 21:02   
Quote:

The thing with G9k and Moonsound is that it's tempting to have more and more of everything. To manage all those oodles the game engine is expected to be heavier.



Honestly i cannot see the reason why should be heavier to manage v9990 instead of v99x8. For example a scroll operation in pattern modes on the latter requires the moving of 768 bytes that is almost the max one can push to vram @60hz on a normal z80. On the v9990 it's a matter of a VDP command......
Or are VDP commands forbidden in dual plane pattern modes?


Also managing sprite shapes also manage sprite colors saving other 16 bytes unlike the v99x8.
Edwin
online
msx professional
Posts: 717
Posted: April 28 2009, 21:22   
Ping pong, you're missing the point. Having more doesn't mean doing the same thing with a different chip, but using it to the max of its ability. In this case, P1 mode needs 2 bytes to address a single tile. With two layers you have four times the data on screen. And since you have loads of tiles to do animation, you're quickly trying to change much more data than you ever would on a v9938. Same with the 125 sprites. Making them do things takes more cycles. All in all, much more potential for wasting cpu cycles!
msd
msx professional
Posts: 695
Posted: April 28 2009, 22:07   
Battlebomber,
puznic (or something like that)
Various tools and demos


manuel
msx legend
Posts: 4320
Posted: April 28 2009, 22:58   
ARTRAG: at least it would be very cool and I'd be running it.

msd: Puznic?? That's something else
RyJuZo
msx freak
Posts: 235
Posted: April 28 2009, 23:46   
Quote:

So much to do.. so little time.. ._.


soo true...

Team Ryjuzo are also planning lotsa games aimed at the GFX9000 ...after our current project

they're gonna be mainly ARCADE conversions of very popular games...but now running on our MSX !!!

but same as infinity ...we're also not gonna mention dates etc...just know that very nice things are comming .....

so hang in ...
 
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