MSX1 Games with smooth scroll

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Por LeandroCorreia

Paladin (955)

imagem de LeandroCorreia

11-08-2006, 22:12

Thanks, PingPong. And about scrolling like Pippols and Exoide-Z?

Por PingPong

Prophet (3898)

imagem de PingPong

12-08-2006, 02:12

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...

Por ARTRAG

Enlighted (6846)

imagem de ARTRAG

12-08-2006, 20:47

@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

Por PingPong

Prophet (3898)

imagem de PingPong

12-08-2006, 20:58

@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.

Por ARTRAG

Enlighted (6846)

imagem de ARTRAG

11-09-2006, 18:35

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

Por fondacio

Master (154)

imagem de fondacio

12-09-2006, 00:46

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.

Por PingPong

Prophet (3898)

imagem de PingPong

12-09-2006, 14:02

Yes! the pitfall series!

Por Edwin

Paragon (1182)

imagem de Edwin

12-09-2006, 19:20

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.

Por ARTRAG

Enlighted (6846)

imagem de ARTRAG

12-09-2006, 19:22

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

Por PingPong

Prophet (3898)

imagem de PingPong

12-09-2006, 19:56

What kind of strange beast is the VDP if restrict the granularity of the addressing based on the display mode?

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