MSX1 Games with smooth scroll

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Por Chardson

Champion (411)

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11-08-2006, 16:41

The secret of smooth scrolling with MSX1 is to use simples backgrounds. I mean, tiles without "texture". This way you just have to set a good logic to "force-scroll" but directly on tiles. Or you create a fast game like Road Fighter and scroll 8x8 so fast that it may look like smooth.

Por PingPong

Prophet (3898)

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11-08-2006, 16:58

Rally-X has smooth scroll in both directions.
Rally x had also a VERY SIMPLE BACKGROUND. Not so hard to to smooth scrolling ...LOL!

Por poke-1,170

Paragon (1769)

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11-08-2006, 17:39

ehmmm alpharoid maybe ?
or that pine appelin game ?

Por mars2000you

Enlighted (6266)

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11-08-2006, 17:57

What about Gulkave ? A very difficult shooter !

Por LeandroCorreia

Paladin (955)

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11-08-2006, 18:09

Alpharoid, Pine Applin and Gulkave have 8x8 pixels scroll. It´s just that the scroll looks better because it´s fast.

Por jltursan

Prophet (2619)

imagem de jltursan

11-08-2006, 19:14

King's Knight from Square has too a 4 pixels vertical scroller. It's not all bad (at least seems that it's not a tiled one); but jerky as hell... :P

Por LeandroCorreia

Paladin (955)

imagem de LeandroCorreia

11-08-2006, 20:23

Two more games: Crusader and ChoroQ.

So to create a decent scroll for MSX you need to use simple patterns and redefine them realtime, as in Crusader, ChoroQ, Gyrodine, Camelot Warriors, etc.

Just some questions...

1) Theseus scrolling is made with patterns?
2) How is the scroll done in Exoide-Z?
2) How is the smooth scroll achieved in ZX-Spectrum converted games? IMHO the best ones are Commando Tracer and Desperado.

Por spl

Paragon (1470)

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11-08-2006, 20:50

What about Gulkave ? A very difficult shooter !

I like it a lot! I am very good with this game Big smile

Por Maggoo

Paragon (1216)

imagem de Maggoo

11-08-2006, 21:15

Theseus is made with patterns. It helps that the background is pretty much all uniform. The technique used by Theseus was described in detail on one of the recent MSX Magazine with nice examples.

Por PingPong

Prophet (3898)

imagem de PingPong

11-08-2006, 21:55


2) How is the smooth scroll achieved in ZX-Spectrum converted games? IMHO the best ones are Commando Tracer and Desperado.

Simple, most (almost all) games do the scroll as zx spectrum do. they change only the routines needed to copy the hiiden buffer of ZX to ZX VRAM in a way that the ZX buffer is adapted, real time, during copy to vram to the different vram layout.

Here is the problem! Instead on rewrite the entire routines to achieve more speed in the different vram layout of msx they only perform the conversion when writing to vram. this result in slow speed.

Take a look, every converted game runs almost twice fps in ax than in msx. This is due to the slow convertion when writing in vram, because when doing that conversion they cannot use ldir commands as they do in ZX to copy the backbuffer to vram.
They cannot use neither otir. The vram physical corrispondence between pixels and memory addresses is too different...

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