Vscreen: Ideas for the future

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Por Imanok

Paragon (1157)

imagem de Imanok

21-11-2003, 11:57

Just a question, are you using the FMpac only or the Music module as well ? Actually I haven't tried with the FMpac because I don't have one so perhaps it doesn't work with the FMPAC (I'll check if it's really set for Stereo and not just Music Module)

I don't have a Music Module, so I'm using the internal Turbo R FMPac.
Anyway, as I told you before, when I load the song from Moonblaster I can hear it perfectly.

Por anonymous

incognito ergo sum (118)

imagem de anonymous

21-11-2003, 13:29

Imanok, try to run vscreen in Z80 mode instead of R800 mode.

Regards 8) 8)

Por Sander

Ambassador (1853)

imagem de Sander

25-11-2003, 15:54

Maggoo, when you got the time again for Vscreen: any idea how many 8*8 patterns can be animated in total without things slowing down (to much)? Color cycling might look like a stupid idea, but I wonder, is it possible to animate half the visible screen let´s say with a waterfall while scrolling, without sprites looking like they´re glued? Cause then there´s really no need for color cycles.

Por Sander

Ambassador (1853)

imagem de Sander

25-11-2003, 17:15

Is there a PC tool to convert 16 color bmp files to screen 4 and display them? Would be nice to have. Also, such a tool could in case of more than 2 colors per 8 pixels in the bmp, drop those pixels that don´t have neighbours with the same color (or count which two colors are most common in those 8 pixels, and convert the rest to those two colors, depending on which of the two are nearest for the rest of the pixels.

e.g. GGBBRYGB (some colors from the 16 colorpalette) would become GGBBBGGB presuming that the red color value of the pixel in my example has a RGB value that´s closer to R than that it´s to B. For Y counts the same, except here Y is closer to G.
Depending on the size of the blocks you use (8*8, 16*16), you could tell the program to scan the colors for every 8 or 16 horizontal pixels to convert.

Of course, best results are giving when you design the gfx beforehand for screen 4. Still, this could help correct some pixels here and there that you paint just one pixel to far.

Maybe this has already been made, or even better. But I still wanted to share my thoughts on this. Smile

Por Maggoo

Paragon (1204)

imagem de Maggoo

25-11-2003, 20:51

Maggoo, when you got the time again for Vscreen: any idea how many 8*8 patterns can be animated in total without things slowing down (to much)? Color cycling might look like a stupid idea, but I wonder, is it possible to animate half the visible screen let´s say with a waterfall while scrolling, without sprites looking like they´re glued? Cause then there´s really no need for color cycles.

With the latest version and optimization, there is still quiet some speed... but remember you only got 256 tiles in total. I once did some experiment making a waterfall and it's possible to do something nice with only 4 tiles of 8*8 that you repeat over and over. This would take very little CPU time to animate (one vpoke + 4*8 vdp out). If you got test GFX of a waterfall I could try to integrate them, altho I'm not sure a waterfall would go very well with the current demo gfx Tongue

Por Maggoo

Paragon (1204)

imagem de Maggoo

25-11-2003, 20:53

Is there a PC tool to convert 16 color bmp files to screen 4 and display them? Would be nice to have. Also, such a tool could in case of more than 2 colors per 8 pixels in the bmp, drop those pixels that don´t have neighbours with the same color (or count which two colors are most common in those 8 pixels, and convert the rest to those two colors, depending on which of the two are nearest for the rest of the pixels.

e.g. GGBBRYGB (some colors from the 16 colorpalette) would become GGBBBGGB presuming that the red color value of the pixel in my example has a RGB value that´s closer to R than that it´s to B. For Y counts the same, except here Y is closer to G.
Depending on the size of the blocks you use (8*8, 16*16), you could tell the program to scan the colors for every 8 or 16 horizontal pixels to convert.

Of course, best results are giving when you design the gfx beforehand for screen 4. Still, this could help correct some pixels here and there that you paint just one pixel to far.

Maybe this has already been made, or even better. But I still wanted to share my thoughts on this. Smile

Wolf ? Show those pple what u can do Smile

Por snout

Ascended (15186)

imagem de snout

26-11-2003, 01:37

I can now confirm. No Muziekmodule = no music at all. Bug in the replayer?

Por Grauw

Ascended (9334)

imagem de Grauw

26-11-2003, 02:09

Maggoo, when you got the time again for Vscreen: any idea how many 8*8 patterns can be animated in total without things slowing down (to much)? Color cycling might look like a stupid idea, but I wonder, is it possible to animate half the visible screen let´s say with a waterfall while scrolling, without sprites looking like they´re glued? Cause then there´s really no need for color cycles.
In the case of 'water falling down', half the visible screen would be possible. This because the water would probably repeat after a number of tiles, so you could animate a 64x32 area and duplicate it a number of times... Another possibility for full-screen animation in 1 direction (which water does) is to use 8 different precalculated tile tables, with one animation step each, and then on the 8th step update the tilemap.

All in all, there are many possibilities, for fullscreen animation aswell, but there are also limits so it usually depends very much on the situation and what you want to do.

~Grauw

Por Maggoo

Paragon (1204)

imagem de Maggoo

26-11-2003, 08:07

I can now confirm. No Muziekmodule = no music at all. Bug in the replayer?

I don't think so, but not having a FMpac for testing I didn't notice the problem before. I'll do some testing on an emulator for next version.

Por Maggoo

Paragon (1204)

imagem de Maggoo

28-11-2003, 22:48

Ok, twas my fault, I was forcing MSX-AUDIO only mode when starting the music.

Problem fixed, I'll upload a newer version soon. Thanks for reporting the bug Smile

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