Teaser: map routines for sdcc_msx w.i.p.

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Por pizzapower

Rookie (19)

Imagen del pizzapower

24-02-2021, 18:03

I think your idea is already good enough for games with a static screen. Puzzle games for instance. I would love to see lots of MSX1 games with hundreds of colours using this technique.

Por aoineko

Master (160)

Imagen del aoineko

24-02-2021, 18:12

Hi Salutte,
I'm also working on an MSX1 project that use the technique of alternating images to create more colors.
Flickering is a big problem, so I only use it to create colors shadows (darker version of the basic colors).
This way, most of the image is fixed and only the (small) shaded areas are affected by the flickering. I mainly use it to get rid of the 4 sprites (4 colors) limit per line.
I am now trying to limit the flicker even more. I have the feeling that the effect is more visible when each frame (each pixel color) don't remains on the screen exactly the same duration. So my plan is to have a double-buffer for all sprite pattern/attribute and to change those tables addresses in VRAM during V-Blank. I hope this will at least reduce the flickering.
Is that what you're already doing for sprites?

Por PingPong

Prophet (3737)

Imagen del PingPong

24-02-2021, 19:39

salutte wrote:

There is more!

After a lengthy break, I'm back working on this project and there is some progress!

https://www.youtube.com/watch?v=5UFzZhhxe68&feature=youtu.be

this is not a msx1 game.
scrolling, palette fading colorful sprites exceeding the row limit... what kind of hw is?

Por salutte

Master (134)

Imagen del salutte

24-02-2021, 20:02

Flickering is definitely a really big problem. I try to maintain the amount of local brightness the same for odd and even frames. E.g., if I want to mix A and B colors, I do:
ABABABAB
on even frames, and:
BABABABA on odd frames.

This limits the flickering to levels that I am fine with (on my LG TV, at least). But I found tiles where flickering was not tolerable and I replaced these.

About sprites, I always use a black sprite + a color sprite, so 2 active sprites per each entity. The black sprite is always the same, but the color sprite alternates between two versions, resulting in sprites that have 3 shades of color + black. Here I can't use the trick of mixing pixels, thus I need to be very careful on the sprite design to prevent too much flicker. One of the ghosts designed by my son suffers enormously of flickering problems Smile

About the fade in/fade out, this is only a video effect to join multiple sequences! The ROM works definitely on any MSX1 computer with 16KB of RAM (hopefully).

Por pizzapower

Rookie (19)

Imagen del pizzapower

24-02-2021, 20:34

Sadly it's not working on the WebMSX emulator.

Por PingPong

Prophet (3737)

Imagen del PingPong

24-02-2021, 20:42

pizzapower wrote:

Sadly it's not working on the WebMSX emulator.

i can confirm this

Por salutte

Master (134)

Imagen del salutte

24-02-2021, 21:10

Por jltursan

Prophet (2520)

Imagen del jltursan

24-02-2021, 21:38

While playing I'm constantly having the impression that's not a MSX1 machine... LOL!

I must have reached the end of the demo, it hangs when entering a smal area with skeletons and a blue plant or flower Wink

Por salutte

Master (134)

Imagen del salutte

24-02-2021, 21:55

Upst! It shouldn't hang there! I just tried it on webmsx and also hanged for me.... sigh, there's a lot of work remaining! Smile

Por pizzapower

Rookie (19)

Imagen del pizzapower

27-05-2021, 21:36

Quote:

THanks for all the kind words!

The source is available @ github, but please note that it is still very early in the design, and major changes may occur. The repository is as follows:
https://github.com/MartinezTorres/Edelweiss

Trying to compile the code here. I suppose I need to put it inside sdcc_msx/demos to compile it? But when I download sdcc_msx and try to compile the hello_world demo I get the error message:

src//main.csrc//main.c:76: error 20: Undefined identifier 'SA0'

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