How many programs/games/demo there are for this HW?
Is this info already somewhere on the net?
If not, can you post here the name of those you know?
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How many programs/games/demo there are for this HW?
Is this info already somewhere on the net?
If not, can you post here the name of those you know?
At least two: GFX9000 editor and unwanted gameboy "emulator"
X-tacy
Edit: LAME, Latok, lame........GFX9000 programs, no turboR........READ!!
Some time ago MRC organized this bounce demo and there were some GFX9000 entries, I believe.......There is this MBWAVE shell developed by msd.......Uhm.......Symbos? Does it run on GFX9000?
And then that BASIC which was developed for GFX9000..........Uh, Power Basic or something? G-Basic? Hm.......
We (Infinite) are planning a g9k/moonsound game, after we've finished at least two other games. No challenge, so, no deadline and no rushjob. But also nothing to mention so far about a release date. We're also not exactly sure whether 3.58MHz will be sufficient. The thing with G9k and Moonsound is that it's tempting to have more and more of everything. To manage all those oodles the game engine is expected to be heavier.
Naturally, Polka 2 needs to be done also, as you're not going to manage 15000+ tiles with the loose small hacky tools we already have..
So much to do.. so little time.. ._.
Naturally, Polka 2 needs to be done also, as you're not going to manage 15000+ tiles with the loose small hacky tools we already have..
Try to get your hands on CharacterMaker1999. I use it for all MSX screen types. Even screen2!!
See also: http://faq.msxnet.org/gfx9000.html (this is not a complete list, though)
Missing is at least Symbos.
Almost no SW...
Is it worth to develop something like this
https://sites.google.com/site/testmsx/field-of-view/fovasm090427.rar?attredirects=0
for gfx9k?
Who would care of it?
ansi telnet for internestor lite.
http://www.youtube.com/watch?v=BXvzcfwN3LI <--- this is the v9958 version, the gfx version is only faster.
The thing with G9k and Moonsound is that it's tempting to have more and more of everything. To manage all those oodles the game engine is expected to be heavier.
Honestly i cannot see the reason why should be heavier to manage v9990 instead of v99x8. For example a scroll operation in pattern modes on the latter requires the moving of 768 bytes that is almost the max one can push to vram @60hz on a normal z80. On the v9990 it's a matter of a VDP command......
Or are VDP commands forbidden in dual plane pattern modes?
Also managing sprite shapes also manage sprite colors saving other 16 bytes unlike the v99x8.
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