I prefer a 4 bit/pixel build up in sprites and tiles, with prefix bits in the SPAT / Name Table.
This way I could reuse sprite patterns with different pallette and use more colors on one single layer.
That's apparently what the V9990 does, allowing it to drastically increase the number of unique patterns at cost of number of simultaneous colors.
Using that method, the only addition I would have to offer is then multiple independant layers with associated viewports. Perhaps doubling the number of palettes as well. It would turn into a V9990 with some additional conveniences I guess.
If the this method is the general desired method, then I suppose the MSX community should stop shying away from V9990 and get on using it
Perhaps a poll is needed to figure out what the most desired (game) screen architecture would be.
Having checked a quick reference of V9990's pattern mode screens, it's safe to say that my proposed specs by far exceed that of V9990, provided I increase the pattern buffer.
Gotta keep in mind though that on V9990 both pattern and sprite patterns are shared. In my design these would be separate memories.
V9990(P1) VDPX Res: 256x212 256x212 Map Patterns: 8160 2048 (8x8) Sprite Patterns: ^shared 256 (16x16) Sprites: 125/16scan 128 Map Layers: 2(ScA/B) 4 (or even 8) Map Size: 64x64 User defined Pattern Colors: 16/32 256 Sprite Colors: 16/48 256 Palette: 4x32K 16.7M
That's as far as pattern mode goes though. VRAM commands and additional modes are to be defined. My first goal would be to implement this screenmode, using a total of 256KB video memory. If we were to double VRAM to 512KB, we'd end up with 4096 256-color patterns and 512 256-color sprites.
No excotic trickery with palette bits in registers to somewhat create more than 16 colors on-screen, but straight forward 256-color patterns/sprites and one master palette.
I think this could have merit
Excellent !!
256 colors is more than enough ...
How is the vram access done ? through IO ports or memory mapped access? the latter is my prefered method...IO is usually pretty slow...
sounds good. but please, remember if it's possible to maintain an affordable price target in this vdp if it eventually be ready. good job.
That would be 16KB block (1 page) memory mapped in the slot the thing is plugged into. Can even select the slot page (0 ~ 3 although 3 would rarely if ever be used).
That VSU thing I've looked at seems sort of strange, so many separate VDP chips on it, primarily for backward compatibility I suppose.
My idea was to leave the MSX computer unharmed by any hardware mods. Just route its video out into the video-in for the VDPX cart, and its video-out to a monitor (RGB Scart -> DIN type of cable to be included in the package). Output DIN -> RGB as well as normal RF jack on it. This kills the need to support backward compatibility completely as the MSX' own VDP isn't really replaced.
Simply by activating a VDPX screenmode would switch the video signal from the video-in to the VDPX output.
Anyways, I'll fire up ISE some time, design the necessary internals and see how FPGA resources are used. If the project appears to be viable, I'll probably make a prototype cart, allowing me to better estimate cost. If the FPGA to be used has plenty resource blocks left, I can perhaps include the 4bpp sprite/pattern style with multiple palettes as well.
I have to get my MSX2 back from the tons of boxes in my storage room again
i'm already in contact with a japanese guy, who did some graphics in a msx game recently. let's hope if this thing run some custom made pictures to produce some kind of a game using it. please contact me later when something is ready to run in the real machine.
just asking: could it will be possible to achieve some effects from the segacd?
take a look carefully:
Anyways, I'll fire up ISE some time, design the necessary internals and see how FPGA resources are used. If the project appears to be viable, I'll probably make a prototype cart, allowing me to better estimate cost. If the FPGA to be used has plenty resource blocks left, I can perhaps include the 4bpp sprite/pattern style with multiple palettes as well.
I have to get my MSX2 back from the tons of boxes in my storage room again
looking forward to hear about your progress...it sounds promising !!
Could I ask that you think about this possibly being a cross project for at least the Spectrum, as well as the MSX. You'd sell a lot more, and it would be a better guarantee of more game development (which is the whole point and what the whole project lives or dies on)
Not only that it would gather far more news value if not just a MSX project. I'm sure things like Retro gamer magazine etc would be interested