Screen 13 for OCM

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By tonigalvez

Champion (280)

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28-10-2008, 16:34

As you already know, there is a lot of people who wants to improve the MSX graphics capabilities (VDU, etc...)
One of the cheaper or free sollutions its the implementation of a new screen mode on the OCM.

The SCREEN 13!!!!

Screen 13 mode have all you like to see on a new MSX games stardard:

16 or 256 colors sprites.
256 number of 16x16 sprites on screen.
Sprite priority between them and the background.
Dual playfield (for dual scroll plane) on 16 or 256 color mode.
Tile mode based like screen 2/4 mode without color limitations on pixel, 2048 tiles 8x8 in memory, on 16 or 256 color mode.
Hardware Scroll in all directions.
2 MB of video memory.
Basic commands to manage sprites and scroll.

This can be the new standard for MSX on 2010, with this, people can do the games that msx can´t do with the current hardware:

Street fighter.
Double Dragon.
Frontal Racing games.
And... many more.

Im sure OCM will be the only MSX in the future, people can think about what can do with it.

Smile

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By jltursan

Prophet (2129)

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28-10-2008, 19:43

Cool; but simply there's not enough room in OCM to implement a new big extra screen mode. In fact, a full V9958 emulation could be a milestone in the OCM development.

By PingPong

Prophet (3328)

PingPong's picture

28-10-2008, 20:18

Plus some of us need to work with the old machine....

By karloch

Paragon (2045)

karloch's picture

28-10-2008, 20:57

You can't escape you know... after all you need Gates again Hannibal

By tonigalvez

Champion (280)

tonigalvez's picture

29-10-2008, 14:36

OK, there is no space on OCM to put the new big Screen 13.

What about to increase the limitations of sprites from 32 on screen to 256 on screen? on screen 4 and 5.
Maibe to get more of 8 in a line?
Smile

By MicroTech

Champion (384)

MicroTech's picture

29-10-2008, 14:52

What about "cutting" away opll? After all it is not part of the MSX2 standard.
There would be enough gates for interesting stuff...QuestionLOL!

By JohnHassink

Ambassador (5389)

JohnHassink's picture

29-10-2008, 16:59

Nooooo, not the OPLL! Crying

By wolf_

Ambassador_ (9762)

wolf_'s picture

29-10-2008, 18:06

How about storing the state of the 1cM prior to running a production in which the coders make their own devices 'n things, then restoring the stored state upon game-exit? (or perhaps some startup file which resets the state, in case of a powerloss during the game)

By MicroTech

Champion (384)

MicroTech's picture

30-10-2008, 09:52

How about storing the state of the 1cM prior to running a production in which the coders make their own devices 'n things,
You got my pow: if your application/game uses specific resources, eg screen 5 and MoonSound, it is useless (and a waste of gates) to run a OCM configuration with more devices than needed.

then restoring the stored state upon game-exit? (or perhaps some startup file which resets the state, in case of a powerloss during the game)
Power off during pld load cannot be recovered, but during the "custom hardware" runtime it is very feasible, the only requirements would be a warning message like: "Do not remove SD/power off until configuration is restored".

By mohai

Paladin (805)

mohai's picture

03-12-2008, 16:17

Nice idea, but it could be simpler if a fixed space is used to configure "temporary stuff", and the rest is kept unmodified to allocate, lets say, a plain MSX-2.
This way every game can allocate any custom hardware (SCC+, OPL3, SCREEN 40, whatever) and not modify the "base hardware". If you switch off the OCM you will have the "base hardware" with an "extra hardware" you can ignore, as the next game (or your custom boot routine) will modify again...

By AuroraMSX

Paragon (1901)

AuroraMSX's picture

04-12-2008, 11:27

16 or 256 colors sprites.
256 number of 16x16 sprites on screen.
Sprite priority between them and the background.
Dual playfield (for dual scroll plane) on 16 or 256 color mode.
Tile mode based like screen 2/4 mode without color limitations on pixel, 2048 tiles 8x8 in memory, on 16 or 256 color mode.
Hardware Scroll in all directions.
2 MB of video memory.
Basic commands to manage sprites and scroll.
In short, you want the V9990's P1 mode. Tongue

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