:>- Led change
:>Making funny light-loops using the LEDs on your MSX, which are on a
'normal'
:>MSX just using the CAPS-led, on a Japanese MSX using the CAPS and KANA led
:>and on the turboR even using all changeable leds..
:>I my game, for example, normally there will be a calm loop of a light
:>'walking' over all leds. But if you are under attack, they will flash
wildly
:>and if a building explodes they wil also make a great FLASH...
:
:Things like this are fun when they are used in a few games. But if every
:game would use it, it's really boring. So actually by telling all the
:mailing list about it, you take a risk that other people will use the idea
:as well and make your game less original.

Okay, that's true... But is was only an example of a thing that would be
funny to have.


:>In other games, for example in Akin, they could indicate if you are coming
:>close to a boss or so... One condition: it should be possible to turn this
:>option off in a menu of some kind, because I can imagine some people find
:>this very irritating...
:
:You should never use the LEDs for practical purposes. If you do that,
:people are forced to look away from their screen to their keyboard just to
:look at the LED status.

No, it's a *FUN*-thing. Although I'd have liked it in Akin...


:>- turboR extra button-use
:>If somebody presses the tR-Pause-button you get another pause-screen than
:>when using the conventional STOP-button. Also, you could make up some
funny
:>thing when somebody switches the ROM-switch, for example an extra
cheat-mode
:>or so (read NYYRIKKI's new page http://www.clinet.fi/~nyke about this
:>switch).
:
:Just try to catch the turbo R PAUSE button in Z80 ROM mode. If you succeed,
:I'll give you a big applause. I never managed to disable it, and I really
:wanted to, because pressing PAUSE gave away all our line interrupt tricks.

I thought it was just catched up by the interrupt??? Disassemble the
R800-interrupt and then write your own, is my idea of it...


:A practical use of turboR keys is to make people press the "execute" key
:(often called "yes") while booting if they want to run the game in R800
:mode when the game will in fact run too fast that way. This was done in the
:disk version of Solid Snake English and in Jerome's double SCC crack of SD
:Snatcher. Note that SD Snatcher actually plays better in R800 mode (in my
:opinion).

Ah, the famous YES/NO-keys... Yes... Have not thought about them yet...


:>- SRAM support
:>It should be great if all games are going to support SRAM-cartridges...
:>Varying from PAC to turboR-SRAM to the Sony SRAM-module. At least my game
:>will support all of them I can get data about.
:
:Supporting PAC SRAM is a good idea, if your save games are small. Other
:SRAMs (for example Game Master 2) are too rare.
:Please don't use turboR SRAM, because you take the risk of destroying
:someone's SRAM drive.

Well at least it could just save the level you are in, and not specifically
your progress in the level... Like in Solid Snake... but then for a
real-time-strategy-action-play-game (I really like this)...
By the way, I'm planning to use the clockchip alarm-setting too... (Ah, I'm
giving away another one of my ideas... But let no-one else use it for it
wouldn't be useful then anymore).


:>These things are not too much extra work but they DO mean a lot of extra
:>fun!
:
:Please don't spend time on useless extra's, just concentrate on getting a
:good game released soon.

Then I'd better stop programming because this is what keeps me going on
programming... And I don't think they are useless, they are greatly
improving the gaming-fun. (yes, I have said this before ^_^)


~Grauw


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