Flying on Mars surface

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By ARTRAG

Enlighted (6443)

ARTRAG의 아바타

26-10-2017, 14:38

According to my measures one can update up to 5 non adjacent locations in VRAM per raster line
Limiting to 5 sprites per line the screen, one could work with one single SAT.
Provided that one is able to precompute the Y data in vblank (about 5x100 bytes...)

By NYYRIKKI

Enlighted (5595)

NYYRIKKI의 아바타

26-10-2017, 15:55

MSX1 could use only 4 sprites / line, so I think 5 sprites is just fine Smile

By ARTRAG

Enlighted (6443)

ARTRAG의 아바타

26-10-2017, 18:16

My bad, I was wrong: the z80 can only fit 14 i/o writes each 4 lines
This means about 3,5 updates per raster line...
Not a viable option for games...

By ARTRAG

Enlighted (6443)

ARTRAG의 아바타

30-10-2017, 23:53

Sprites get duplicated both in the upper part of the screen and in the far distance.

This in the example ROM is ONE single white sprite that appears up to 3 times...

I do not see a simple way to avoid the duplication ....
Maybe I could use two SATs for above and below the horizon, but manage sprite crossing the horizon line is a mess...

By ARTRAG

Enlighted (6443)

ARTRAG의 아바타

31-10-2017, 09:01

I have also spotted a possible bug in Bluemsx (or in Openmsx ? I'm not sure, as I didn't do tests on real HW).

Each time R#23 changes value and a sprite is crossing the raster line where the change has happened, the sprite is displayed with that line missing. It seems that bluemsx resets the sprite system at time R#23 changes.

Openmsx and Webmsx instead show the sprite crossing the line according to the R#23 values, without missing lines...

By ARTRAG

Enlighted (6443)

ARTRAG의 아바타

31-10-2017, 14:07

Anyone willing to try the last tom on real hw?

By Guillian

Prophet (3354)

Guillian의 아바타

31-10-2017, 17:53

It seems to work fine on real hardware: turbo R + MFR SD
The sprite does not have missing lines (ignore the blur due to the capture device)

By ARTRAG

Enlighted (6443)

ARTRAG의 아바타

31-10-2017, 18:09

Ok! Thanks for testing!
This means that another bug in bluemsx has been spotted.

By GhostwriterP

Hero (542)

GhostwriterP의 아바타

31-10-2017, 18:37

How about software sprites... should be possible to have 3 or 4 full colour sprites right?

By GhostwriterP

Hero (542)

GhostwriterP의 아바타

31-10-2017, 19:49

Hardware sprites seem to me like a lot of hustle.
Soft sprites will follow the same distortion as the ground, but they could also be compensated if plotted per line, knowing which lines will be displayed.
In principle you could use double buffering to avoid tearing of soft sprites, if not in screen 8 then in screen 5. With double buffering, it becomes also possible to have a lower frame rate to increase the amount of soft sprites.
I see potential for something like Polar Star or even an Axelay (however in one layer this may look a bit flat).
Anyway like the effects shown sofar Smile.

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