Tales of Popolon (new MSXDev'17 entry)

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By santiontanon

Paragon (1192)

santiontanon's picture

21-03-2017, 14:43

Wow, thanks guys! Big smile

@ARTRAG: yeah! I use at least two of your routines that I can remember now (your are credited for both in the source code): the atan2 (which I aso used in Transball), and the routine to set up the ROM/RAM slots Smile

And thanks for the ticket you opened in Github! With that, I think I can add Turbo R support easily! Big smile

By wyrdwad

Paladin (870)

wyrdwad's picture

21-03-2017, 15:30

Oh, wow, you did Transball too? That pretty much just means you're a damned good MSX programmer all around! Wink Just watched the video of this, and immediately downloaded the rom -- can't wait to try it out after work today!

I think there was one raycasted 3D game for MSX before, and that's Pony Canyon and LucasFilms' "The Eidolon," but Tales of Popolon looks more fun and... really, more eminently playable in general.

https://www.youtube.com/watch?v=FSrx75pPCrI

-Tom

By santiontanon

Paragon (1192)

santiontanon's picture

21-03-2017, 16:42

Thanks! Smile I just gave The Eidolon a go, interesting rendering technique! but haven't figured out what I need to do yet! hahaha

btw, I hope whoever has tried Tales of Popolon so far is not having troubles killing enemies (before you get any weapons, you need to get pretty close to land a hit)

By ricbit

Champion (438)

ricbit's picture

21-03-2017, 17:52

This is pretty cool, congrats.

By ARTRAG

Enlighted (6464)

ARTRAG's picture

21-03-2017, 18:04

Santi, do you have room to add a black outline to enemies?

By ghost_jp

Master (134)

ghost_jp's picture

21-03-2017, 19:59

Splendid!!

By santiontanon

Paragon (1192)

santiontanon's picture

21-03-2017, 20:18

I wish I had the space for outlines! The engine definitively supports it (I already use two sprites per enemy for the bosses). I right now have 5 bytes left in the ROM (I even removed the outline from the player sword to save space! hahaha). But I plan to work a bit on it tonight to see how many bytes can I free up to add more features! Smile

By Louthrax

Prophet (2397)

Louthrax's picture

21-03-2017, 20:22

I guess the GFX (and other data) are already compressed? Another option is to switch to megarom...

By santiontanon

Paragon (1192)

santiontanon's picture

21-03-2017, 20:48

yeah, I make heavy use of Pletter. Some data is not compressed though, since I don't have enough space on RAM to decompress it to. But Megarom is something I want to definitively consider for a future version. But for now, I want to leave this version as a 32KB ROM to fit in the "MSX Classic" MSXDev'17 rules Smile

By sd_snatcher

Prophet (3421)

sd_snatcher's picture

21-03-2017, 21:31

santiontanon wrote:

I'll read about how to run the tests tomorrow, but any hint about which is the test that fails? Smile

It fails the Acid2Test, that's the hardest. But only because in some very few placed you coded the VDP access like this:

ld c,0x98
{some code}
out (c),a

You just have to replace it with:

ld bc,(VDP.DW)
{some code}
out (c),a

You must use the ports pointed by VDP.DW or VDP.DR for writes and reads respectively.

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