Lets TURRICAAAAAN on MSX.

Page 4/12
1 | 2 | 3 | | 5 | 6 | 7 | 8 | 9

By viejo_archivero

Paragon (1372)

viejo_archivero's picture

17-12-2008, 12:50

Regarding your latter comment: making it for higher standards. How does using a gfx9000 reduce the amount of memory needed to store the levelmap?
No idea. In my post I've said that:

[...]not to get higher RAM requirements. But well, making it for bigger MSXs reduces the trouble...
So, bigger MSX, more RAM (in most cases)

The last gfx9000 reference was just a joke (note the smiley). I really don't see that easy to make a Amiga2MSX(gfx9000) conversion...

By Hrothgar

Champion (479)

Hrothgar's picture

17-12-2008, 12:55

My MSX2 only has 64kB :-)

Well, gfx9000 will be the only way in getting the game to work with both Screen5-like graphics, parallax and smooth scrolling. Otherwise we fall back to Screen 4 in which case we can just as well make it a mixed MSX1/2 game.

By viejo_archivero

Paragon (1372)

viejo_archivero's picture

17-12-2008, 12:58

Seriously Hrothgar (and all). An MSX1 conversion from the zx spectrum will be far easy to do than a mamooth MSX+GFX9000 Amiga-like beast. It would be cool, but... who(se) would be the one(s) assuming this giant task?

By wolf_

Ambassador_ (9760)

wolf_'s picture

17-12-2008, 13:22

An MSX1 conversion from the zx spectrum will be far easy to do than a mamooth MSX+GFX9000 Amiga-like beast.

Explain plz! Tongue

Both the g9k and msx1 have patternmode, graphics for g9k can be 1:1 exported from the amiga (would be better than zx gfx, no?). The engine code wouldn't differ a lot I think. Music is usually the least of your worries.

so.. ?

By viejo_archivero

Paragon (1372)

viejo_archivero's picture

17-12-2008, 13:24

Really GFX can be exported 1:1 from amiga to gfx9000 with no adaptation work?

By wolf_

Ambassador_ (9760)

wolf_'s picture

17-12-2008, 13:25

Well I dunno, Yum said so .. Tongue I never had an Amiga, but iirc it has 32 colors out of a palette of 4096. The G9k has 64 colors out of a palette of 32768.. so uhm.. 'do the math' ? Santa

By viejo_archivero

Paragon (1372)

viejo_archivero's picture

17-12-2008, 13:29

Yeah, but those amount of colors are available at a graphic mode suitable to build a fast game engine? If yes, then gfx adaptation is 0 time, but if not, there is a lot of gfx work there to fit the screen mode. Any gfx9000 guru here to give us light?

By wolf_

Ambassador_ (9760)

wolf_'s picture

17-12-2008, 13:29

wiki brings answers:

All Amiga systems can display full-screen animated graphics with 32, 64 (EHB Mode) or 4096 colors (HAM Mode). Models with the AGA chipset (A1200 and A4000) also have 128, 256 and 262,144 (HAM Mode) color modes and a palette expanded from 4096 to 16.8 million colors.

( http://en.wikipedia.org/wiki/Amiga )

So, the question here is: what 'mode' does Turrican on the Amiga use?

By wolf_

Ambassador_ (9760)

wolf_'s picture

17-12-2008, 13:36

A g9k can cope with it. Iirc you can do a full screen copy-scroll in powerbasic even.

You've been an MSX1-fetishist for far too long, read this, for a change! :P

By Whizzy

Master (197)

Whizzy's picture

17-12-2008, 13:48

Excellent conversion so far ! keep up the good work. Looks very promising Big smile
About the GFX9k , why not let the the guy finish the game as is now and put it opensource or something so that 'we' as a community may be able to convert it to the more high-end MSX'es ?

Page 4/12
1 | 2 | 3 | | 5 | 6 | 7 | 8 | 9