Provided that I'd go for a megarom (by far simpler), maybe a solution exits:
(just guessing, not all the following points have been verified)
Assumptions:
- all disks allow 512 bytes per sector or more;
- sector access is allowed by the msx standard at bios level using documented calls;
- the disk can read data from sectors at higher speed than they are needed by the music replayer.
Proposal:
- you store the picture and the music data in a custom format based on sectors: say each sector holds 100 bytes for music, 412 for picture (just guessing);
- the music replayer guides the disk access: each time it ends the current music chunk, it reads a new sector retriving the need music data and a new picture segment.
If the BIOS lag is low (as it should be) the music should keep playing and the loading time of the new picture should be linked to the music lenght.
Could it work?
At first, thank you all for the kind feedback.
Now let me make some of my whims clear °(^_^)7
My firs computer was a VG8010: an MSX1 with 48kB and a Floppy. I would like my game to run on such machines without any hardware improvement.
The game should be divided into scenes which may go on quite long and there should be a tune playing in background.
Normal loading stops the tune ruining the atmosphere and buffering a whole scene in 48kB seemed a too hard task (at least to me).
Thus I wondered whether it was possible to trick with interrupts and play while loading from floppy.
It turned out it's even harder. Guess I'll have to find a different solution... °(^_^)7
However, that compression thing some of you mentioned sounds interesting. Could someone please provide more details or examples?
Then, I am going to use monochrome images just because I like them... and because I suck with colors! °(^_^)7
However, things shouldn't turn out that bad: check these (if you want) http://theevhorscope.deviantart.com/gallery/28073416
@SLotman
Woah! That's some graphics! Bravo! (*_*)
@lionelritchie
I should play snatcher in advance. I missed it (^_^)7
@pitpan
As soon as I will have the details clear in my mind, I can mail you a synopsis (^_^)d
@everyoneelse
Thank you very much again.
@ARTRAG
Mh! This sounds quite far from the reach of my current coding capabilities but it sounds worthy...
Damn... there are so many knowledges I have to learn or revise...
look here:
http://map.grauw.nl/resources/dos2_functioncalls.php#_RDABS
Why not trying to read a bunch of sectors with the function ABSOLUTE SECTOR READ (2FH) ?
Just to start ;-)
PS
Greetings for your site: http://theevhorscope.deviantart.com/#/d3hsd7d
Amazing pictures!! You have the gift!
Compressed, pictures like these could fit in 1K-2K each.
About compression the best tool, IMHO is MSX-O-Mizer, but pletter is simpler to be used as it asks for no ram buffer.
PS
Greetings for your site: http://theevhorscope.deviantart.com/#/d3hsd7d
Amazing pictures!! You have the gift!
Compressed, pictures like these could fit in 1K-2K each.
About compression the best tool, IMHO is MSX-O-Mizer, but pletter is simpler to be used as it asks for no ram buffer.
1 or 2kB you said?! That's something I should definitely give a try to. Thanks!
By the way, thank you for passing by my site. I am glad you liked my stuff (^_^)d
look here:
http://map.grauw.nl/resources/dos2_functioncalls.php#_RDABS
Why not trying to read a bunch of sectors with the function ABSOLUTE SECTOR READ (2FH) ?
Just to start ;-)
But if it should run in an MSX with less than 64 KB, then forget about MSXDOS2 and MSXDOS1. Just pure binary loaded from BASIC. But if the game deserves it, I'll go for megaROM, as you suggested: everything will be easier.
Graphics are amazing! Thumbs up for those B&W pictures.
look here:
http://map.grauw.nl/resources/dos2_functioncalls.php#_RDABS
Why not trying to read a bunch of sectors with the function ABSOLUTE SECTOR READ (2FH) ?
Just to start ;-)
But if it should run in an MSX with less than 64 KB, then forget about MSXDOS2 and MSXDOS1. Just pure binary loaded from BASIC. But if the game deserves it, I'll go for megaROM, as you suggested: everything will be easier.
Graphics are amazing! Thumbs up for those B&W pictures.
I start thinking I may come out with the drawings earlier than the code :D
By the way, glad to know you liked my stuff. Thanks :)
Some numbers for you: I've converted and packed your "Sgt. Lollipop" image using Bitbuster. The result is a 4076 bytes file, so about 4 KB per image. If you force this size, you could have up to 2 images on each 8 KB ROM page. In a "regular" 512 KB megaROM you could have about 128 images. Not bad. Keep a 100 images and you still have 112 KB for code, music, texts, etc. And you could make it fully compatible with *ANY* MSX with at least 16 KB of RAM.
Anyway, I don't know how much it takes to create such an artwork, but make a guess of how much time would it take to create a hundred full screen images plus a decent storyboard.
I've just tried to compress the same image with msx-o-mizer
I compressed just the shapes (i.e. 6151 bytes) as obtained by http://msx.jannone.org/conv/
The packed files results 3230 bytes