The MSX scene has a weird fixation/fetishism about scrolling. On the C64, removing borders seems to be a big thing. And on the Amiga... chunky pixel bitmap modes? Always something that the platform doesn't really have, but... it almost could.
The MSX scene has a weird fixation/fetishism about scrolling. On the C64, removing borders seems to be a big thing. And on the Amiga... chunky pixel bitmap modes? Always something that the platform doesn't really have, but... it almost could.
about scrolling: it's obviuos, because until msx2+ we lack a good way to do it, so some kind of games that require scrolling, simply are unavailable for msx.
But for me, i'm impressed about the use of vdp engine. that's the point. i've said about scrolling because i know on msx2 it has to be done by brute force (horizontally). So it use much the limited horse power of vdp. plus seeing a good use of sw sprites even with vdp limits impressed me twice. It's not a scrolling fixation for me.
and being OT:
For me, hw sprites are the wrong response to the need of doing fast animations. they have a lot of cons:
- limited in size
- on most platforms limited in color-depth
- limited in number (screen or scanline)
sw sprites, by contrast are more flexible. (assuming a decent hw acceleration). It's not a coincidence that moderns gfx hw does not have sprites. they were the logical answer only in '80 when the limited cpu or gpu power did not allowed bitblit operations.
IMHO, when doing msx2 vdp they should have eliminate sprites in bitmap modes, added a powerful blitter (like the amiga one).
by having a blitter x10 speed, one can do full screen animations with sw sprites, bruce force scrolling etc.
no need to tricks or somewhat strange things