Indeed! That's a very smooth scroll for a 9918. Any Idea how he did this? 9918 doesn't have an adjust register right?
Probably the same way Karoshi's Malaika does; have eight phases of tiles with their neighbour and draw them during the right phase.
Similarly, Pippols scrolls, and the intro text of MoG scrolls.
exactly, and notice that background objects only have black and one other color in each horizontal line, and that objects that have different colors are spaced more than 8 pixels apart, to prevent color clash when things scroll across tile borders, which is a common constraint of this technique when used for horizontal scroll. Very nice demo btw!
I fully agree with SANTIONTANON, that is also my statement, if we just convert our ideas to video's everyone is stunned, but it is about taking the base of MSXxx and put the microprocessor and VDP to its limits, disregard or ignore technologies , let's say after 1991. Its all about making our msx life easier, hd, ram , etc..
In 1990 or something i proved smooth scrolling in screen 0 was possible, in Zutphen. Video is easy, pre-calculating variables is in my opinion allowed, otherwise it lakes the CPU too long, like sin, cosin,and tan. Being creative is the thing ..
Nowadays you have almost to prove it is not a video. Like using a particular screen mode , the user can type anything and in the background using your tricks. Like color bars, screen split etc, while you in the meantime can just type.... To show it is realtime..
As for sound and reading data from disk, the best solution is reading a sector and resume &hfd9f , sector & hfd9f.. file is impossible regarding to fat.
If everyone would share their source code, it is easier to bring others to a certain level. However some do not like to share their tricks, which is sad to a certain point, but understandable. Revealing tricks is revealing magic..
As for file loading concerned, read Fat of file and remember all sectors, disable all interrupts, read sector by sector, srperated by call to music or &hfd9f/int 38. That is the best I could do, but I think Anma or xelasoft should have really good disk access routines..
Actually I wouldn't mind sharing code which can be used by other developers so that they can make something themselves more easily. If we want software on our platform to get better, this is the only way.
However some do not like to share their tricks, which is sad to a certain point, but understandable. Revealing tricks is revealing magic..
True! The thing about "magic" is: If everybody knows how you do it, it's no longer "magic"...
I myself find the amazement about someone's production very nice: "How do they do that? That's not possible!". But also thinking about how I could do something like this myself and possibly better, is very cool!
Rivalry is something that is very good for a demo scene, but not envy or jealousy. So help the community get better, but don't spoil the magic! Let others marvel at the possibilities of MSX. And encourage and inspire other developers to surpass themselves!
And now that you mention rivalry, or competition, it might be fun to have a competition to see how close to something like Second Reality one could get on an MSX (or MSX2), using, say, just a 128kb MegaROM (and bonus points for a basic 32kb cartridge)
That would probably be a challenge in compression/decompression techniques rather than a challenge in 3D/2D-effects. I think the bitmap modes are out anyway, gotta be screen 4 with sprite layers, I think.
exactly, and notice that background objects only have black and one other color in each horizontal line, and that objects that have different colors are spaced more than 8 pixels apart, to prevent color clash when things scroll across tile borders, which is a common constraint of this technique when used for horizontal scroll. Very nice demo btw!
Yes indeed, this is very well done.
There is also clever use made of 'shadows' in order to get objects closer together without color clash: notice the black parts of the brown ladders right next to the green patches of grass.
As for the amount of space a demo uses, I think it's more of a "it is trivial to do fancy effects if you are allowed to use unbounded space", so, I do not think demos should use that. Otherwise, people would do demos as pre-rendered videos and that's it, end of the demo scene.
It's just short passages on a portion of the screen that loop like a GIF.
Maybe it could be a nice contest, recreate a part of the C64 demo second reality. Not everyone is good in reproducing all parts of the demo. Recreate the part that you think you can do the best, and list beforehand who is doing what, in order to inform everyone all parts is covered. At the end vote over every part, and combine..
Of course if you think some part can be even upgraded or enhanced.. free to do so... What do you think?