Thanks, PingPong. And about scrolling like Pippols and Exoide-Z?
Thanks, PingPong. And about scrolling like Pippols and Exoide-Z?
Exoide: not known.
Pippols. They waste a huge set of charaters. they have a charater set not scrolled, a charater set scrolled by 1 pixel down, a charater set scrolled by 2pix down and so on until reach 7. So 8 different charater sets.
During scrolling they 'print' the correct charater set...
@PingPong
actually we were discussing about scrolling in scr4 (on MSX2)
in case your original question was about msxdev competition,
I have to stress that all the methods discussed here
http://www.msx.org/forumtopic6415.html
are for msx2
@PingPong
actually we were discussing about scrolling in scr4 (on MSX2)
in case your original question was about msxdev competition,
I have to stress that all the methods discussed here
http://www.msx.org/forumtopic6415.html
are for msx2
Thx, for precisations, but my only scope was to use the 'distributed' knowledge among msx people to get an idea how what are the ways already used to overcome msx1 limits and to stretch the old msx1 to its limits.
So, if anyone know more games that have interesting work around on those scrolling limitations i will be interested to learn of . (But please no speccy convertions, they are on different hw, thus they do not stretch msx to its limits)
Actually i consider best the GROG's REVENGE/Moon patrol do you know? If no, get those from anywhere, and watch.
A floating idea:
In SCREEN 1 we can store up tp 8 tilesets in VRAM
Let's say that :
one tileset position is spent for sprite definition
one tileset position is for PNT (768bytes) + SAT (128bytes) + tiles colors (32bytes)
This imply that in screen1 you can have 6 tilesets
I think that 4 of them could be sufficient for a smooth horizontal scrolling
while 2 of them could be used for extra sprites or for extra tiles
Does anyone know if Theseus or any other game used this tecnique (multiple tilesets stored in VRAM) ?
Unfortunately scr1 offers limited color support, but in scr2 you cannot have multiple tilesets even when the room in vram is available
I don't remember how smooth Bosconian was exactly, but I'm surprised nobody here has mentioned Pitfall II yet. It also had quite a smooth vertical scroll.
Yes! the pitfall series!
A floating idea:
In SCREEN 1 we can store up tp 8 tilesets in VRAM
IIRC, the same addressing restrictions from sc2 also apply to sc1. So while you can store them, you can't activate them without copying.
No, in scr1 you should have complete use of the registers
and the tables can be moved by steps of 2K
Look at the VDP manual, AFAI can see there is no restriction
What kind of strange beast is the VDP if restrict the granularity of the addressing based on the display mode?