msx vaporware - true or false ?

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Van MsxKun

Paragon (1038)

afbeelding van MsxKun

07-06-2012, 20:59

Pass this through the vapor scanner, see what does it say LOL!

http://paxblog.blogcindario.com/2012/06/00017-en-que-ando.html

:RNFF:

Van ARTRAG

Enlighted (6569)

afbeelding van ARTRAG

07-06-2012, 23:15

Van mohai

Paladin (932)

afbeelding van mohai

08-06-2012, 16:09

Buenas,

ya tengo listo el tutorial.

Me lo he leído por encima y no le encuentro fallos, pero como doy por supuestas muchas cosas, a mí me parece que está bien.

Por favor, leedlo y si le encontrais fallos o dudas, me lo decis y lo corrijo. Seguro que hay cosas incorrectas o que quedan en el aire, pero eso es porque lo he hecho a base de ingeniería inversa y depurador.

No he intentado que sea un manual de desprotección, porque para eso está (y muy bien) el manual de desprotección que se comenta en este hilo.

Al final me ha quedado un poco largo, pero creo que vale la pena leerlo.

https://sites.google.com/site/mohaisite/tutorial%20Ficheros%...

saludos,
Ivan

Van mohai

Paladin (932)

afbeelding van mohai

08-06-2012, 16:16

UPS !!!

Lógicamente, este post no iba aquí.

Van ARTRAG

Enlighted (6569)

afbeelding van ARTRAG

08-06-2012, 19:57

Have you ever dreamed about smooth scrolling in Nemesis III or Salamamander on MSX1?

Two new roms for have a glance on how it would have been
https://sites.google.com/site/testmsx/Home/double-buffer-in-...
and
https://sites.google.com/site/testmsx/Home/double-buffer-in-...

:D

Van ARTRAG

Enlighted (6569)

afbeelding van ARTRAG

08-06-2012, 23:08

@ hit9918
I'm currently on the version at 2 pixel/frame
this is the video (in matlab, but with actual color clash due to screen 2 conversion)
http://youtu.be/Ckn6oMHTR6U
and these are the two tile banks dinamically updated with the tiles from the 4 phases (offsets 0 and 4 are in the upper bank, offsets 2 and 6 in the lower)
http://youtu.be/LXfu0wDtMLM

The interesting thing is that the limit in this way is that no phase has more than 256 tiles in one frame
and that if each frame takes less than 128 tiles the probability of reusing tiles in the bank for other phases is very high.

Consider that in the current example in average, the player updates less than 3 tiles per frame (2.8 actually), i.e. less than 48 bytes per frame!
The CPU is practically free.

Van Lord_Zett

Paladin (807)

afbeelding van Lord_Zett

09-06-2012, 09:46

Artrag when you gona make a game with your 3d maze demo?

Van ARTRAG

Enlighted (6569)

afbeelding van ARTRAG

09-06-2012, 10:20

Actually I did some further advance, e.g. pathfinding for enemy AI (to be integrated in the project) and better movements for enemies independent by the framerate, but my motivation is inconstant and I tend to jump from thing to thing.
A true game needs a lot of work and frustration on tons of aspects and details that by themselves do not present any special advance in technique or research but constitute the essence of the final producet.

When I've seen Genesis, it seemed to me mandatory to test some screen 2 smooth scrolling techniques for shooters on mx1...
In the end, if none will help, also this smooth scrolling thing will stay as technical demo.

Van Lord_Zett

Paladin (807)

afbeelding van Lord_Zett

09-06-2012, 11:42

hmm i will draw no problem. but i cant code

Van hit9918

Prophet (2911)

afbeelding van hit9918

09-06-2012, 13:15

There is a noise in the video that looks more like the usual bleed.
I am not sure, I would have to see MSX version to get more ideas.

With custum messing with all tiles and all puzzeling, one can get things clean.

I wonder whether there is an automatic method in between the two.
A screen 2 converter that somehow looks at all 8 scrollsteps together to minimize noise.

idea:
count color occurence of all 8 scrollsteps, then pick the top 2 colors as colorbyte for all scrollsteps.
Then match pattern to these 2 colors.

All scrollsteps, that practicaly is looking at 15 pixels, an 8x1 area and 7 pixels next to it.
I got no idea how it will look like.

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