W.I.P. Codename: INTRUDER for GFX9000/Powergraph by Bitvision Software

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By NYYRIKKI

Enlighted (5609)

NYYRIKKI's picture

14-05-2016, 04:20

spl wrote:

Why these news are not on front page?

Yes, I agree there could be a bit more frequent flow of news post, but we have what we have... If you want to know the truth, I think this is summary of two things:

For natural reasons MRC admins are not very exited to write news about things that have been floating on forum-side of the page for weeks. It makes the news feel a bit old and outdated. On the other side developers want to get the information out as soon as they have something ready. They don't want to wait for 2, 3, 4, 5... weeks before their news posts hits the front page. MRC is a hobby project after all, so they don't take things like news posts very dead serious all the time.

By nitrofurano

Champion (298)

nitrofurano's picture

24-05-2016, 14:54

i would improve one thing - instead of having only 3 different sprites for the main ship (one when moving left, another when moving right, and another when not moving or moving up or down), i would have 5 or more that would rotate to left or to right as we were moving to left or to right , just like we can see in all top-view arcade games like Vulgus, Tokio, Flying Shark, etc.

that is not hard to do, when moving to left or to right you were decreasing or increasing a variable - like from 0 to -3, or from 0 to 3, and when not moving to left or to right, this variable would increase or decrease until 0 - using this will visually smooth the ship motion a lot

when i started to try to code a kind of Flying Shark remake for MSX1 on Boriel’s ZX-Basic Compiler ( Big smile ), the first thing i tried to focus on was how the ship would move, and the code i made for that was this one (never mind about the garbage written in the code) - the most relevant part is after @loop01 , xdrc is the variable i’m talking about as example there :

#include "library/msx1filvrm.bas"
#include "library/msx1ldirvm.bas"
#include "library/msxcolor.bas"
#include "library/msxscreen.bas"
#include "library/msx1vpoke.bas"
#include "library/msxpalette.bas"
#include "library/msx1putsprite.bas"
#include "library/msxsnsmat.bas"
#include "library/_msx16x16sprites.bas"
#include "library/msxrnd.bas"
#include "library/_msxwaitvbl_deprecated.bas" '- <-!!! - replace
#include "library/flyingsharksprites_msx_bw.bas"
'-------------------------------------------------------------------------------
'- defining variables
dim oxsp as uinteger at $E000
dim oysp as uinteger at $E002
dim xdrc as uinteger at $E004
dim sprnum as uinteger at $E006
dim frmcnt as uinteger at $E008
xdrc=112:sprnum=0
oxsp=116:oysp=160
'-------------------------------------------------------------------------------
'- whatever...
msxcolor($7,$E,$1)
msxscreen(2,0,0,0)
msx16x16sprites() '- sets 16x16 sprite size, i have no idea how to do it otherwise?
'-------------------------------------------------------------------------------
'- sprites
msx1ldirvm($3800,@sprites01,1024)
'-------------------------------------------------------------------------------
loop01:
'- moving the ship
'if (msxsnsmat(8) band 1)=0 and shot=0 then:shot=1:end if
if (msxsnsmat(8) band 128)=0 then:oxsp=oxsp+1:xdrc=xdrc+8:end if '- right 
if (msxsnsmat(8) band 16)=0 then:oxsp=oxsp-1:xdrc=xdrc-8:end if  '- left
if (msxsnsmat(8) band 64)=0 then:oysp=oysp+1:end if  '- down
if (msxsnsmat(8) band 32)=0 then:oysp=oysp-1:end if  '- up
if xdrc<112 then:xdrc=xdrc+4:end if
if xdrc>112 then:xdrc=xdrc-4:end if
if xdrc<32 then:xdrc=32:end if
if xdrc>191 then:xdrc=191:end if
if oxsp<4 then oxsp=4:end if
if oysp<4 then oysp=4:end if
if oxsp>224 then oxsp=224:end if
if oysp>180 then oysp=180:end if
sprnum=(int(xdrc/32))-1
msx1putsprite(0,oxsp+peek(@sprpos01+0+sprnum),oysp,(sprnum+((frmcnt band 2)*8) )*4,5)
msx1putsprite(1,oxsp+peek(@sprpos01+8+sprnum),oysp,(sprnum+8+((frmcnt band 2)*8) )*4,4)
msxwaitvbldeprecated()
frmcnt=frmcnt+1
goto loop01
'-------------------------------------------------------------------------------
sprpos01:
asm
  defb 3,2,0,2,4,0,0,0
  defb 4,6,8,6,5,0,0,0
  end asm
'-------------------------------------------------------------------------------

By AxelStone

Prophet (2765)

AxelStone's picture

26-05-2016, 21:17

spl wrote:

Why these news are not on front page?

totally agree, new games should be in front page.

nitrofurano wrote:

i would improve one thing - instead of having only 3 different sprites for the main ship (one when moving left, another when moving right, and another when not moving or moving up or down), i would have 5 or more that would rotate to left or to right as we were moving to left or to right , just like we can see in all top-view arcade games like Vulgus, Tokio, Flying Shark, etc.

It's a W.I.P. game, so there is time to improve things like that. You are right, it should be a nice improvement.

By msxtrd

Master (231)

msxtrd's picture

29-05-2016, 00:30

Looks promising, please add SCC or / and MOONSOUND music Smile

By Lord_Zett

Paladin (807)

Lord_Zett's picture

29-05-2016, 09:56

hmm nice! wanna play this game.
nice use of the duallayer option in the v9990

By tfh

Prophet (2472)

tfh's picture

29-05-2016, 10:15

Impressive Smile Smile

By Latok

msx guru (3791)

Latok's picture

29-05-2016, 13:45

I agree with mesiasmsx. No moonsound. And if you want richer sound, support opll as it's often internally available and it's an official extension to the MSX standard Smile

By ARTRAG

Enlighted (6455)

ARTRAG's picture

29-05-2016, 13:49

About OPLL, is there a set of routines to be used to:
- detect its presence
- play a set of tones at give frequencies

By -Neo-

Champion (384)

-Neo-'s picture

11-06-2016, 14:24

Looks very good and promising.

Quote:

And we're not showing everything, for example, the MSX screen has an active dashboard showing the current spaceship location on an area map.

I hope that screen is not needed to make it playable as I switch between MSX screen and GFX9000 screen on the same monitor.

Such a fine game deserves support for a better sound chip imho. My guess is that most GFX9000 owners also own an OPL4 cart and/or MSX-MUSIC.

If you buy the game cart, do you also receive a rom file of the game? I prefer not to swap carts and just run it from my MFR SD.

By fernandomanuel.garciagarcia

Master (185)

fernandomanuel.garciagarcia's picture

16-08-2016, 14:33

@nitrofurano
Thanks for the code. Actually we already thought of adding more scenes to the spaceship. It wasn't a priority at the time when the video was taken. It's now already added.

Sorry about the music, but our aim is to create a simple & classic shoot'em up for any MSX with 16KB RAM at least with just one add on... a v9990 VDP. We don't discard eventually to develop games with moonsound, fm ,scc ,etc.
From my personal point of view, I really like PSG music (what's wrong with that though?) and I ought to say the current music is outstanding showing PSG really rocks. Please give it a chance ... I am sure nobody is gonna feel disappointed about that.

@-Neo-
The primary MSX screen is not gonna be needed to finish and play properly the game. Actually it's just a way to exploit both VDP's regardless it costs very valuable cpu cicles per frame, but we are trying to squeeze our beloved Z80.
Game is probably gonna be just released as physical cart.

We are actually tweaking the game because it's development is nearly finished... but we are not in a hurry. We want to release a high quality product.
Thanks for your interest and comments guys.

Ah! I must mention that this game will be possible because many people helped us , but special mention to Antonio Javier Estrada Villegas (ASSEMBLER) and the OpenMSX Emulator (thanks opensMSX team guys, your emulator simply rocks!)

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