Tales of Popolon (new MSXDev'17 entry)

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Por wyrdwad

Paladin (931)

Imagen del wyrdwad

28-03-2017, 16:44

That did the trick! No more black box -- guess I just got lucky that it was only a black box, since it could've theoretically been worse. Wink

-Tom

Por santiontanon

Paragon (1636)

Imagen del santiontanon

28-03-2017, 17:30

Awesome, thanks! Big smile and indeed! So, thanks for reporting too, since it all depended on the value that the HL register had at the beginning of the program. So, it could have been game breaking for some people Big smile

Por santiontanon

Paragon (1636)

Imagen del santiontanon

31-03-2017, 20:37

I just released a new version (v1.2) fixing almost everything that was reported in this thread (support for turbo in Panasonic MSX2+, start with the proper equipment after entering a password, sprites visible through walls, etc.). And also, the new version is also available in Spanish (the only thing I didn't fix is the sprite of the switches, which still toggles left to right, since I couldn't draw a switch that looked nice and toggled up/down...):

Downloads from here:
https://github.com/santiontanon/talesofpopolon/releases/tag/...

Oh, and also, I think the new version should also pass the Acid2Test :)

Por wyrdwad

Paladin (931)

Imagen del wyrdwad

01-04-2017, 08:36

OK, I downloaded the new version, and since I am playing on a Panasonic FS-A1WX MSX2+ machine, I definitely noticed the speed increase almost immediately -- really, really good stuff!

However, perhaps as a side effect of turbo mode (?)... the music is now playing a full octave higher than it did before. (And the sound effects too, but that's not as readily noticeable.)

Again, not a huge issue by any means, but figured I'd let you know!

EDIT: Actually, there may be one other issue, though this one I'm less certain about. I feel like there's more "color outside the lines" now than there was in the previous rom -- by which I mean, wall panels spilling over into their neighboring wall panels. Like, if you have a blue wall next to a mirror wall, you'll see some blue bricks extending into the sides of the mirror wall, or you'll see slight distortions in the shape of the mirror (missing pixels, extended pixels). This happened from the start, and is pretty unavoidable when you're raycasting within MSX1 restrictions, but I think it's a little worse now than it was before the MSX2+ turbo support was added. I'm not sure why it would be, but I swear it's tougher to make out statues and things from a distance now, and everything looks a little "lower-res" and "blended together" than before.

I dunno, maybe it's just my eyes playing tricks on me, because I can't think of WHY this would happen, but figured I'd at least mention it.

-Tom

Por tfh

Prophet (3176)

Imagen del tfh

01-04-2017, 09:29

Hi Sationtanon,
Thanks for your nice e-mail. I have added the game online and it can be played here:
http://www.file-hunter.com/MSX/Top.html

Please note that my site will have some downtime today.
I will also keep an eye on this thread and update the file when needed. Thanks for making this great game!

Por santiontanon

Paragon (1636)

Imagen del santiontanon

01-04-2017, 16:29

Thanks @thf!!

@wyrdwad Thanks! Big smile and about the music/SFX frequency issue, they should be independent of the CPU speed. They will play faster on 60Hz machines than on 50Hz ones, but the pitch should be the same (since it is set by writing frequency values to the PSG, not by having the CPU generating the frequencies). I've tested in OpenMSX and they sound the same. But perhaps I introduced some bug causing this, so I'd like to investigate, any one else experiencing the same problem?

As for the graphic rendering issues. I think the problem is that when the game runs faster, since the screen moves fluidly the eye expects more continuity and thus it is more apparent. But the rendering code hasn't changed much (only a few optimizations on the sprite-side, which only affect enemies and items). So, it should be the same. But it's easy to check, since the previous versions are still available online Wink :
v1.2: https://github.com/santiontanon/talesofpopolon/releases/tag/...
v1.1.1: https://github.com/santiontanon/talesofpopolon/releases/tag/...
v1.1: https://github.com/santiontanon/talesofpopolon/releases/tag/...
v1.0: https://github.com/santiontanon/talesofpopolon/releases/tag/...

Por NYYRIKKI

Enlighted (5918)

Imagen del NYYRIKKI

01-04-2017, 16:32

Great, nice work!

Did you consider my "stairs up/down" idea? I think it should fit as is requires only 1x practically empty (ok the bottom row of current "stairs up" graphics could be left there) block.

Por santiontanon

Paragon (1636)

Imagen del santiontanon

01-04-2017, 18:53

Oh! forgot about that one! Added to the to-do list! (which is finally shrinking! Big smile ). I think there is space in the rom for that texture, the problem will be to have enough RAM to have it decompressed at run-time. But I've been reducing the amount of RAM the game uses bit by bit, so, I might be able to free up the last necessary bytes for this

Por wyrdwad

Paladin (931)

Imagen del wyrdwad

01-04-2017, 20:00

Yeah, I have confirmed that there's no actual difference in the graphics after all -- that was just in my head.

But I've also confirmed for sure that the music is playing a full octave higher than it did before. I have no idea why this would be, but it's not related to 50Hz vs. 60Hz since I've been playing the game in 60Hz the whole time (and the music is no faster now than it was before, crucially; just higher-pitched).

Really curious if anyone else is experiencing this, or if my system is just weird. Wink

-Tom

Por ARTRAG

Enlighted (6843)

Imagen del ARTRAG

01-04-2017, 20:13

It could be related to the fact that in turbo mode your PSG is fed by a clock at 2x3.57MHZ = 7.14MHz
Twice the frequency is exactly one octave up
Does it happen also in other games when the turbo is on?

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