In those times of high MRC activity....

페이지 1/4
| 2 | 3 | 4

By PingPong

Prophet (4093)

PingPong의 아바타

05-04-2008, 17:56

A mini poll:
Which features do you think the old TMS VDP lacks that if implemented would have greatly improved game quality (MAX 2 features)
Valid responses are for example: (HW scrolling, palette, fast vram, sprites)
In others words: Which is the main 2 major limits in TMS VDP that are a big problem in game quality?

Login or 등록 to post comments

By SLotman

Paragon (1242)

SLotman의 아바타

05-04-2008, 18:01

speed, and sprites (more sprites per line and/or bitmap sprites)

By wolf_

Ambassador_ (10088)

wolf_의 아바타

05-04-2008, 18:37

Sprites and Palette. I wouldn't even mind a fixed palette again, but then one which has more dark shades and a few replacements:
pub.unreal64.net/boor/msx1alternative.png
Sprites-on-a-row should be vastly increased. I could say bitmap sprites or otherwise MSX2 sprites, but they'll have to be somewhere in VRAM which is 16KB atm. Perhaps I'd find it interesting to have an alternative tilemode in which each rect of 4x2 pixels has 2 colors and where each character has thus 8 such rects. Same amount of VRAM, but horizontally somewhat more options at the cost of vertical options.

By hap

Paragon (2042)

hap의 아바타

05-04-2008, 19:27

The MSX1 VDP is late 70s technology, most features we'd want would be too costly.
But sure, I can dream:
sprites: more sprites per scanline, per-sprite hardware x/y flipping, 3 colours+transparent, sprite size of multiples of 8 up to 64*64, per-sprite option to have its priority under bg tiles
palette: see above + I want pink too Running Naked in a Field of Flowers, but I'd rather have palette RAM

Scrolling would be nice too, but not really possible with 16KB VRAM and Screen 2, and kinda useless without hblank interrupts (eg. statusbars)

By wolf_

Ambassador_ (10088)

wolf_의 아바타

05-04-2008, 19:38

It may be worth studying the C64 palette, seen by quite a few as the best fixed palette among the 8-bitters.
www.wayofthepixel.net/pixelation/upload/features/05_arne/c64pal.png

By Leo

Paragon (1236)

Leo의 아바타

05-04-2008, 19:42

high res dot clk of 10Mhz for 80 colums text and 512x212 screen2
+1 for shades tones

By jltursan

Prophet (2619)

jltursan의 아바타

05-04-2008, 19:50

First of all palette and second maybe....mmmm...hardware scroll registers.

It may be worth studying the C64 palette, seen by quite a few as the best fixed palette among the 8-bitters

Are you kidding? Hannibal

By PingPong

Prophet (4093)

PingPong의 아바타

05-04-2008, 20:24

The MSX1 VDP is late 70s technology, most features we'd want would be too costly.
But sure, I can dream:
sprites: more sprites per scanline, per-sprite hardware x/y flipping, 3 colours+transparent, sprite size of multiples of 8 up to 64*64, per-sprite option to have its priority under bg tiles
palette: see above + I want pink too Running Naked in a Field of Flowers, but I'd rather have palette RAM

Scrolling would be nice too, but not really possible with 16KB VRAM and Screen 2, and kinda useless without hblank interrupts (eg. statusbars)

And an ATI VIDEO CORE. PLEASE only two things Tongue Wink

By AuroraMSX

Paragon (1902)

AuroraMSX의 아바타

05-04-2008, 20:30

And an ATI VIDEO CORE. PLEASE only two things Tongue WinkOk, how about an ATI core with hardware nVidia compatibility Tongue

By Edwin

Paragon (1182)

Edwin의 아바타

05-04-2008, 21:05

First of all palette and second maybe....mmmm...hardware scroll registers.

It may be worth studying the C64 palette, seen by quite a few as the best fixed palette among the 8-bitters

Are you kidding? Hannibal

I second that. The crappy c64 palette is the reason why all games look so bland. Throw in some NTSC signal and you're nearly on black and white.

By Huey

Prophet (2694)

Huey의 아바타

05-04-2008, 22:14

1) Sprite mirroring.
Just a flag in the SAT to flip the sprite. This saves needed VRAM...

2) 3 colors per 8 pixels on a line Pattern mode.

These 2 must have been possible back in the days

페이지 1/4
| 2 | 3 | 4