With somewhat over 3 months left, XL2s the winners of MSXDev '05 sadly cancelled their entries Dash and the highly anticipated Lux due lack of time. While these games won't compete in MSXDev'06, XL2s promised to finish the games nonetheless!
At the moment of writing, 7 games are announced or finished already:
- "TT Virus", by Brain Eaters
- "?", by Infinite
- "Malaika", by Karoshi Corporation
- "Monster Hunter", by Nerlaska Studio
- "Operation Wold", by TOYBOX Team
- "BeeZ!", by Darkstone
- "Los Jardines de Zee Wang Zu", by Jos'b
The MSXdev contest is the perfect place to showcase your programming knowledge, MSX1 graphics talent and PSG skills, while even extensions are allowed (as long as it works on an MSX1 with 16kb RAM)! A game's size can be up to a MegaROM, so there's nothing in the way to create a splendid game, one that could compete with famous Konami releases in the 80's! Last year MSXdev'05 was a huge succes, which treasures will this year bring?
Relevant link: MSXdev contest website




, the more compatibility, the better. Universe: Unknow rocked and everything worked ok, even with 16kb RAM... the thing is to manage in the right way what things must stay in RAM or just decompress, move and vanish. So I guess it is not about the general artwork (for graphics you can decompress, transfer to vram, and then use RAM to other sexier thingies), but the music (that must be sent to the psg every interrupt). Anyway: variables, a 768 byte namtbl buffer, a 256 sprtatr buffer, music (1 tune at a time) and maps (1 map at a time) inside 16kb is not as hard as you are trying to show... 

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