This thread will be for showing up the make up of my new game.!
I have 512 tiles to go!.
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This thread will be for showing up the make up of my new game.!
I have 512 tiles to go!.
Always nice to see a new project
Interesting, flyguille. Can you already tell a bit what kind of game it will be?
And did you create that tool?
I dropped those graphics, because I wanted animated tiles, and in 8x8 is very hard to do that because the msx is not too powerful.
I started again in 16x16 pixels tiles for screen 5, because I plan to store 512 tiles in the upper 64KB of VRAM, and use a burst of vdp commands to do all the job of rendering the map, and maintain it fully animated. Like waterfalls, volcano fire, clouds, and things like that.
For that reason I did all the improvements to the graphics enviroment published in the other thread, like allowing to use "the unused bits" for CODING in the map special effects.
That is very important, because you can give a meaning to those bits, like, "there is something hidden" it the players hits X times this rocks, or this tile will skips its pattern with the next tile frame by frame, or in a row of four pattern, a lot of things I have in mind.
Another problem that I falls, is when I chose the palettes, I didn't thinked in multiple SPRITES ORded, so, I placed the palettes in the incorrect sort.
By example, you want that the BINARY 1 means a primary color, like red, the binary 2 means another primary color like blue, the binary 4 another primary colour like green, and when ORDing thouse bits, you gets secondary colours, and you want the binary 8 be like a middle gray, because if you ORded a middle gray with any primary colour, it gets the same colour but lighted. So, you already has like 13 possible colours with 3 sprite layers, that not include the black, if you want black for outlining the character it needs a 4th sprite on the top. But basically with 3 sprites you gets 13 possible colours for each pixel individually!.
On the other hand as the human eye is more sensitive to bright than colour you want to have 3 or 4 levels non colored (grays and white), so you can with that do things more realistic and less cartooned.
The palette is very important, if it is correct, drawing is easy cake!.
Also chose screen 5 by the speed, as I learned, screen 8 is not the half slow, is slow as the 30%-35% in speed compared to the screen 5. Why, because is not only the double to transfer with the vdp commands, the commands also run slower because the vdp needs more vram acceses to render the output image. This slownes is avoidable if you only works in VBLANK, but as you needs to transfer the double, is more possible to falls in the display area and still running vdp commands. Overall if here is a lot of FX going on, and not just scrolls.
vdp speed is affected only in high-speed command ( byte moves ), not pixel moves. the logical operations works all at the same speed regardless the bitmap mode.
also byte operations works the same speed on screen5 that screen 8 but, because you move twice the amount of data you have basically 50% the speed.
This is just a test in screen 8
https://sites.google.com/site/testmsx/Home/smooth-horizontal...
This is just a test in screen 8
https://sites.google.com/site/testmsx/Home/smooth-horizontal-scrolling/SMscr8.rar?attredirects=0&d=1
ARTRAG, nice, but scrolling is not all the job.
vdp speed is affected only in high-speed command ( byte moves ), not pixel moves. the logical operations works all at the same speed regardless the bitmap mode.
also byte operations works the same speed on screen5 that screen 8 but, because you move twice the amount of data you have basically 50% the speed.
Obvious we are talking about byte moves, and 50% is true IF you keep all the job in VBLANK, maybe if the only one thing that you do is scrolling, is possible to meet that (but only if you want an static scrolling background), because when you start animating it, you needs more.
Those vdp commands during displayed bitmap lines, it is a lot slow more than the 50%.
ah, and forget about what I said about sprites and palettes, it is all wrong, with 3 sprites plane, 7 colours per line, one colour for each pixels of that line is possible. Pal code 0000 is not possible to use, maybe sitting the black in another place and have a secondary colour not accessible for sprites which one (the pink).
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