Samurai Shodown unplayble demo on MSX+V9990

Page 1/6
| 2 | 3 | 4 | 5 | 6

Par albs_br

Champion (467)

Portrait de albs_br

18-11-2022, 23:22

I just made a small demo to show the power of the V9990.

Video:
https://youtu.be/F8jZBrrQmGo

Check it online:
https://webmsx.org/?ROM=https://github.com/albs-br/msx-samur...

Later I will post some technical aspects.

Hope you guys enjoy.

!login ou Inscrivez-vous pour poster

Par erpirao

Paragon (1304)

Portrait de erpirao

18-11-2022, 23:36

oh my god!

Par thegeps

Paragon (1156)

Portrait de thegeps

19-11-2022, 10:13

Cool gfx, v9990 is indeed powerful. Keep it up, I'd like to see it moving/scrolling Wink

Par Manel46

Paladin (674)

Portrait de Manel46

19-11-2022, 12:27

Congratulations on the demo. Is it in B1 mode?

Par albs_br

Champion (467)

Portrait de albs_br

19-11-2022, 13:21

P1 Mode.
Background is Layer B, with only 16 colors. Lots of space for the entire bg with animations.

Par Manel46

Paladin (674)

Portrait de Manel46

19-11-2022, 14:51

I understand. Sprite updating is very fast, and you have 2 palettes for them.

Par albs_br

Champion (467)

Portrait de albs_br

19-11-2022, 14:59

Sprites are pre loaded to vram.
The cool thing is that animation frames are cycled just changing R#25. Sprite Base Address Register. It acts as a "sprite page".

Par M-A-D-M-A-X

Expert (125)

Portrait de M-A-D-M-A-X

20-11-2022, 12:28

Impressive for a MSX Cool

Par albs_br

Champion (467)

Portrait de albs_br

20-11-2022, 12:33

I don't update the SPRATR table. Is is fixed.
The method I use, which I explained above, can be considered kind of "cheating" as it cannot be used for a game, but for this particular use I feel it is a very elegant solution.

Par albs_br

Champion (467)

Portrait de albs_br

20-11-2022, 12:46

There are 8 sprites "pages" on VRAM. They are selected by R#25 register.
Each of them is a 256x256 pixel area.

I use only the first 4 pages. The animation uses 4 frames. Each frame of both characters is loaded at one page.

Earthquake (the big guy at right) is using the first 256x128 area, starting at 0,0
The other character uses the second 256x128 area below, starting at 0,128 coordinate.

This way the pattern numbers on SPRATR are always the same.

Just changing R#25 is enough for the sprites pointed by SPRATR be all new ones, a new frame of animation.

I hope my explanation would be good. But in case of any doubt don't hesitate to ask.

Page 1/6
| 2 | 3 | 4 | 5 | 6