Btw, a video to see it in action: https://youtu.be/nLRRnocU-VQ
Link says “video not available”.
it works to me
Link says “video not available”.
Yep, I've noticed this. I've uploaded two videos and both were unavailable at first; but now they work. Try again!
Another one with particle effects: https://www.youtube.com/watch?v=nCSzxMp0DZ8
The particles are the weakest part right now, after some basic optimizations they're still extremely slow due the heavy overhead accesing to the VRAM. I've some ideas to optimize the routines, let's see...
The particles are the weakest part right now, after some basic optimizations they're still extremely slow due the heavy overhead accesing to the VRAM. I've some ideas to optimize the routines, let's see...
Wow! I don't remember seeing anyone even trying to implement particle effects on MSX, or any 8-bit machine! Cool!
That doesn't look too bad to me at all!
Same here, it does not look that slow at all!
As for optimizing the routines, if your code is on Github, probably many of us would be happy to check it out and help out optimizing
When the particle number reaches its maximum (with the "vapour" that follows the main character and an explosion running at the same time), I'm over the frame time and given I'm using right now the worst synch method, a plain HALT, it slows badly .
I've never used GitHub but this seems a good time to start with...
I think that the "plot" routine can't be optimized too much as is; but I've have some ideas about the update strategy it's being used now. Also the HALT is not the best solution here, I need to know more about the Konami's turbo-fix patches and so.
Hi Jonathan!,
You're correct in all your assumptions. You've all the info now, check your inbox
Btw, a video to see it in action: https://youtu.be/nLRRnocU-VQ
Excellent, think you've provided all the information I need to implement the MSX into the Windows tool.
Okay, it's a lot of work but I've made a start on adding the MSX to the Windows editors.
Firstly, it's now possible to select the MSX from the menu . It's using the Spectrum sprites but Timex blocks and objects for the time being however there'll be some new editors for blocks and objects when I have a chance to write them. The MSX1 palette is in and I've re-ordered the sprite and block output for the MSX formats and put in a placeholder byte for the sprite colour in the SPRITEPOSITION table. The sprite positions editor will also need the MSX colour entry adding.
I'm going to need to make some changes to the .APJ file format to accommodate the MSX data as well as the colour byte in the sprite positions table. I can do this while still recognising older project files, they'll just be converted to the new format when they're saved again. There's a lot of work behind the scenes involved in adding the extra data so this will take some time.
The tool creates placeholder graphics for other formats whenever a Spectrum game is imported so I'll need to convert the data as best I can to the MSX, taking its palette into account. The same applies when copying/pasting graphics from one machine to any other.
Lots of things to keep me busy
All done.
JLTursan, I've sent you a PM at the AGD forums. Let me know where to send the executable so you can test what I've done and check that I'm outputting the data in the correct formats.