wondering how smb3 would look like on msx1

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Por retrocanada76

Champion (460)

imagem de retrocanada76

16-08-2011, 02:55

Hi,

I'm doing a shameless smb3 rip to msx1. I am very impressed with the results so far it's a megarom:

www.mediafire.com/?5awfgs6olcc26bo

Right now, I'm only displaying the world and you can navigate using cursor keys.

Can someone test it on a real msx ? I don' t have one :'( I'm using asMsx I tried doing something with sdcc but it sucks a lot. It's my first z-80 assembly code.

What do you think ?

Entrar ou registrar-se para comentar

Por Huey

Prophet (2644)

imagem de Huey

16-08-2011, 09:28

Nice work for your first attempt.
I'll try it on my MSX1 asap and let you know.

Now just wait for remarks about adding smooth scrolling (which you shouldn't) Wink Running Naked in a Field of FlowersRunning Naked in a Field of FlowersRunning Naked in a Field of Flowers

Por Lord_Zett

Paladin (807)

imagem de Lord_Zett

16-08-2011, 09:54

Nice!
but i should redraw all gfx these are converted and not fitting wel

Por MäSäXi

Paragon (1884)

imagem de MäSäXi

16-08-2011, 10:20

Classic words: If only MSX(1) games were this on the 1980s..... Big smile

At first sight there seemed to be (almost) nothing to change, but after viewing your converted game screens for a moment and comparing it to Nintendo screenshots, there are some little (but important) details to change to make it look better. Like that (M) in statusbar on the left side, M could have white background colour everywhere. Smile Question marks could be red, etc.. But of course you have to find best colour combinations to make it look good for eye and not just choosing "same" colours as NES original had. Mostly those converted graphics looked good, like those black outlines of clouds and big bushes. But as I said already, there´s some little things you should redraw. Smile

But congratulations for starting your project! And please continue it until it is finished!! Smile

Thank you! Smile

Por hap

Paragon (2020)

imagem de hap

16-08-2011, 11:59

what Huey said. + welcome to this forum.
And I hope you like Z80/MSX development, it's fun to work with retro architectures.

Por Paulbrk

Hero (611)

imagem de Paulbrk

16-08-2011, 12:02

Hey, looks great!!!

If you accept one sugestion, fix some parts to make better look, MSX screen2 can be more better looking than NES.

You can quit some black outlines, for example, on the clouds, or modify the shape of them to make possible the use of the black outline.

Continue with your work.

Por retrocanada76

Champion (460)

imagem de retrocanada76

16-08-2011, 13:07

Thks, for the support Smile

I had a real msx1 back in the 80's in Brazil. Now I live in Canada and I'm a professional game programmer. I've made some PS3 and Iphone games so far. But I always had the memories of my good old msx and I decided to make something during my commute time Smile

I was thinking in giving screen 4 smooth scroll support, but for that I'll need to use splitscreen. The problem with splitscreen is I'm gonna make intensive use of sprites, I'll be transferring ROM sprites to VRAM all the time. I can't do it in the vsync interrupt, it's is already doing the multiplexiing and screen flush. But if I transfer to VRAM during the gameloop I could miss a splitscreen interrupt when DI, right ? We have 32 visible sprites and we do have room for 64 of them in VRAM, so it's a double buffering Smile I'll be updating the sprites all the time, switching the banks to avoid visible glitches. Yes, it's going to flick a lot when using more than 4 in a row, but who cares, betther than a monochromatic Mario. Also, when switching to screen4, we have extra 16-bytes for each sprite to multiplex too.

Any suggestions ?

Por Huey

Prophet (2644)

imagem de Huey

16-08-2011, 13:54

Any suggestions ?

Can't you just cope with only updating the main player sprite from ROM -> VRAM.
IIRC there aren't much different enemies per level so you might just cope very well with only the available SPT (Sprite pattern table). This would make it less complex and give you more free CPU time.

Por retrocanada76

Champion (460)

imagem de retrocanada76

16-08-2011, 14:24

you mean not multiplexing from ISR ?
Mario has lots of sprites, also, I need to flip the sprites according to its direction. Mario has 3 colors, thus 6 16x16 sprites only for Mario. Some Mario poses have even more sprites like when kicking the koopa's shell or flying with racoon mario. I'll have to limit the number of enemies on screen, support at maximum 2 fireballs, etc. It's not easy. I'll be copying from ROM to VRAM when the pose or flip changes.

Por Huey

Prophet (2644)

imagem de Huey

16-08-2011, 14:44

Just tried it on my MSX1 (pal 50hz) and MSXturboR (ntsc 60hz) and the behaviour is the same as on an emulator (I used Meisei as emulator). Cool

Nice work!

Forget my remark on the sprites. Do it as you like. Good to see new fresh ideas.

Por retrocanada76

Champion (460)

imagem de retrocanada76

16-08-2011, 15:32

ASCII8 give us lot of memory, so I'll keep the normal and flipped sprites in ROM instead of flipping it in assembly. That could be very expensive, flipping 16 16-bit numbers for 32 sprites in worst case.

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