MSXDev'07 specs - discussion

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Por POISONIC

Paladin (1012)

Imagen del POISONIC

03-01-2007, 10:39

POISONIC: of course it would

I wonder at a good programmer could do with this combo Tongue

the challenge ofcouorse is the msx1 itself Tongue

Por wolf_

Ambassador_ (9774)

Imagen del wolf_

03-01-2007, 22:04

probably nothing.

As long as things technically have to run on MSX1 anything above this has to be somewhat compatible with that. Screen 2 or 4 on MSX2 would be an option. Ofcoz patternmode @ g9k could be an option, but then this patternmode is just a souped-up screen 2.. I wouldn't bother. Make a dedicated g9k game instead.

Por wolf_

Ambassador_ (9774)

Imagen del wolf_

03-01-2007, 22:13

VA: About '07 specs... Wolf_, what about 32kb rom 16kb ram?

I know you're kidding, but consider this: those programmers who like to hack and code like a madman (invent all kinda optimized routines to create gfx, music, maps etc.. ) will always get more out of *whatever* specs. So, limiting specs to make the whole range of entries more on the same line (which could be a more balanced competition) isn't going to stop some ppl here of making bigger-than-life games.. Tongue

ROM for gamesize
RAM for programmers difficulty (which includes motivation, gameplay options, gamequality, vastness etc.)

ohwell.. Running Naked in a Field of FlowersRunning Naked in a Field of FlowersRunning Naked in a Field of Flowers

Por ARTRAG

Enlighted (6279)

Imagen del ARTRAG

20-01-2007, 21:12

I have seen the true reason why we need 64K RAM
because the rom mappers SUCK !!!
I have just discovered that in order to handle more than 32K of rom code,
I need to pass copy it in RAM !!

This is true for any of the mappers !!!
CryingCryingCrying

Por ARTRAG

Enlighted (6279)

Imagen del ARTRAG

20-01-2007, 21:21

64K ram
no other option!!!

Por dvik

Prophet (2200)

Imagen del dvik

21-01-2007, 08:29

The reason why 64kB ram is requested is that to be able to write games in c that makes use of megarom mappers, address 0-3FFFh typically needs to contain non switched c code, like c-lib and memory management stuff. And the only way to get that code into address 0 with the common mappers are to copy that code from the rom into ram during boot of the rom.

An alternative is I guess to develop a new mapper that is basically an ascii8 or konami mapper but with fixed rom at address 0-3FFFh. Its a quite simple modification to a flashrom and its easy to implement such a mapper in an emulator. With such a mapper it would be possible to write c code and only use 16kB ram. I don't think its a big stretch of the rules to allow a 'new' mapper that supports a fixed 16kB block at address 0.

Por Huey

Prophet (2644)

Imagen del Huey

21-01-2007, 15:13

I agree with dvik and ARTRAG on this issue in relation to C programming.

Por wolf_

Ambassador_ (9774)

Imagen del wolf_

21-01-2007, 16:03

This all gets so exciting ^_^ one or two weeks left for the jury-report, and then I expect they'll be cooking the rules for '07! Running Naked in a Field of Flowers

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