Outrun style road demo MSX2

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Van Ivan

Ascended (9224)

afbeelding van Ivan

29-12-2019, 13:58

edoz wrote:

Nice project! See this link below it is very promising, with lower specs than bare MSX

CPC z80 racing game

I am absolutely impressed! Game in action at second 93.

Van tfh

Prophet (2600)

afbeelding van tfh

29-12-2019, 14:32

OMG... That even puts most Amiga racers to shame... And did you see that Pinball Dreams? We need that on MSX as well! (Or at least: I do!) Smile

Van Metalion

Paragon (1250)

afbeelding van Metalion

29-12-2019, 15:12

edoz wrote:

Nice project! See this link below it is very promising, with lower specs than bare MSX
CPC z80 racing game

I know all about that CPC project, it's the reason I started mine !

They use a system called UFD sprites (Ultra Fast Drawing sprites), which are in fact software sprites, somehow optimized to be dumped in the VRAM, using the stack pointer register technique.

Van Grauw

Ascended (9479)

afbeelding van Grauw

29-12-2019, 15:27

Batman Group’s CPC Vespertino and other road engines are discussed in this thread.

Van Metalion

Paragon (1250)

afbeelding van Metalion

29-12-2019, 17:22

In fact, I'm at a crossroad (pun not intended) ... and I'm kinda stuck.
I strongly feel that the 32 sprites won't be enough to give the feeling of fluidity this game deserves.

With 18 sprites already earmarked for the main car and the incoming vehicles, there's only 14 left for the sideroad decor. As I need at minimum 2 sprites per decor item (for colors and for 32x32 overlapping effect), it means I can only display 7 sideroad decor items per frame. So 3 per side. And I have not even yet started to look on the 8 sprites/line limitation ...

If I want more, I'll have to go the blitter way, and use HMMM for software sprites. But that means a complete rewrite of the part of my code that handles objects, at the cost of a slower frame rate.

I know this is the kind of things that can stop my work. Because I can stay frozen like that, unable to decide on what to do. Either continue and have a result that I know won't be at the level I want, or lose myself in rewriting again and again some parts of my code ...

Crying

Van wolf_

Ambassador_ (9842)

afbeelding van wolf_

29-12-2019, 19:01

V 9 9 9 0 ! Hannibal

Van erpirao

Paragon (1116)

afbeelding van erpirao

29-12-2019, 19:29

CPC Vespertino is going to go at 25 fps, so there is still margin of gain.
and the V9990 is too powerful for an outrun, you should look at a hang-on or something that really makes you "sweat"
f1 spirit 3d special

Van tfh

Prophet (2600)

afbeelding van tfh

29-12-2019, 19:43

wolf_ wrote:

V 9 9 9 0 ! Hannibal

Which would make it MSX + V9990 and not MSX.

Van Metalion

Paragon (1250)

afbeelding van Metalion

29-12-2019, 20:57

wolf_ wrote:

V 9 9 9 0 ! Hannibal

Some obstacles :
1. I never ever coded for the V9990
2. My road rendering engine is made for a bitmap mode, and P1/P2 are pattern modes
3. I make extensive use of the debugger in BlueMSX, which does not support V9990. OpenMSX does, but does not have a built-in debugger.
4. Indeed, it would be a little bit outside the MSX standard, and I would feel like cheating Smile

Van Manuel

Ascended (17266)

afbeelding van Manuel

29-12-2019, 21:17

Metalion: why don't you just try out the two approaches in a prototype?

By the way, openMSX has a very extensive external debugger, which also allows you to step backwards.

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