MSX HDMI mutlimedia card

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By Pencioner

Scribe (1351)

Pencioner의 아바타

03-06-2014, 13:57

Uhoh sorry, Zanac Ex for sure isn't suitable for testing yet. The game developers and designers were quite busy optimizing because of sprite limitations, for sure. And Zexas Ltd use a lot of sprites, i suppose the optimization is about changing the number of visual plane for every sprite from minor to major, repeatedly, so it gets a chance to appear. And i'm curious to to know if it will look better with more sprites per line Smile

By k0ga

Expert (77)

k0ga의 아바타

03-06-2014, 14:10

Try Athletic Land, it uses the 5th sprite rule to hide the main sprite when you fall into holes. If you remove the limitation you will break this trick used in a lot of games.

By maxis

Champion (512)

maxis의 아바타

03-06-2014, 14:14

k0ga wrote:

Try Athletic Land

Interesting. I'll try that out and share the results.

By maxis

Champion (512)

maxis의 아바타

03-06-2014, 14:38

Pencioner wrote:

And i'm curious to to know if it will look better with more sprites per line Smile

Me too. Thanks.

By maxis

Champion (512)

maxis의 아바타

09-06-2014, 21:38

Here is the new video DEMO on youtube. All the major bugs are fixed and the classical games/apps are now running like on the original TMS9918.

Also adding/enabling more sprites per line in the SPRITE MODE 1 doesn't improve anyhow the gaming experience. Actually the effect is rather negative with the artifacts all over the place. IMHO, game designers optimized their GFX engines around the 4 sprites per line limitation.

By flyguille

Prophet (3028)

flyguille의 아바타

09-06-2014, 21:48

maxis wrote:

Here is the new video DEMO on youtube. All the major bugs are fixed and the classical games/apps are now running like on the original TMS9918.

Also adding/enabling more sprites per line in the SPRITE MODE 1 doesn't improve anyhow the gaming experience. Actually the effect is rather negative with the artifacts all over the place. IMHO, game designers optimized their GFX engines around the 4 sprites per line limitation.

ohhhh! shit that makes me suffer hear that keyboard.

I don't let to any of my sons to play with the keyboard, for playing is joysticks with turbo buttons.

And exactly, Games like Athlantic Adventure uses the 4th sprite limit to hide the ducks/fishes when they are in the wather-holes. And so more games do.

Enable/disable the limit by software as an option, so the loader can setup the limit switch depending on the game to load.

By maxis

Champion (512)

maxis의 아바타

10-06-2014, 00:37

flyguille wrote:

ohhhh! shit that makes me suffer hear that keyboard.

I could only express my deepest respect to ALPS engineers for such an indestructible piece of hardware (bowing in Japanese way) Wink I was eye witnessing the complete misuse of YIS503 keyboards by the children at school 12 hours a day for 5 years non stop !!! And still working perfectly. So, no worries, bashing only makes the taste better Wink

Regarding the sprites, it is easy enabling as many per line as SAT entries, but now seeing the result I doubt the necessity of it.

By nanochess

Master (222)

nanochess의 아바타

10-06-2014, 00:58

Very impressive! Smile

By flyguille

Prophet (3028)

flyguille의 아바타

10-06-2014, 01:09

maxis wrote:
flyguille wrote:

ohhhh! shit that makes me suffer hear that keyboard.

I could only express my deepest respect to ALPS engineers for such an indestructible piece of hardware (bowing in Japanese way) Wink I was eye witnessing the complete misuse of YIS503 keyboards by the children at school 12 hours a day for 5 years non stop !!! And still working perfectly. So, no worries, bashing only makes the taste better Wink

Regarding the sprites, it is easy enabling as many per line as SAT entries, but now seeing the result I doubt the necessity of it.

find out a unused bit in some vdp register that by manual recommendations it is set = 0 (also that is not used in msx2/2+), and then allow it to control the extra feature, it will be hard to use with original game karts, because is not oportunity to setup thing before runing the game, but can be a good extra for LOADER roms from disks.

EDIT: thinking better, add an extra register on top , maybe R#63 (as it is the logical bottom)

By maxis

Champion (512)

maxis의 아바타

10-06-2014, 11:25

flyguille wrote:

EDIT: thinking better, add an extra register on top , maybe R#63 (as it is the logical bottom)

I will use the shadow memory mapped area for the immediate board settings anyway.
Things like the HDMI port config, output screen resolution, offsets, scaler settings, output color LUTs. Indeed, these resources will be available to the custom loader/configurator (which I don't have yet). Also the IP modules config is stored there too (VDP IP architecture, memory expansion enabler, RTC emulation enabler, audio sampling rate, etc).
Currently all these settings are read after every FPGA initialization from the I2C EEPROM.

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