At 11:13 PM 02/27/99 +0100, you wrote:

>The game I am speaking about is: OSR (One Shot Rising).

I remember playing it at a fair.
Because there were no enemies in it, it was rather difficult to image what
it is supposed to play like.

>The game is designed in screen 4

That would leave a lot of free VRAM, doesn't it?
You could put level data there. Like Cas said, you'll only have to fetch a
small number of bytes per interrupt.
Another option is to put MWM/MBM music in VRAM. I don't know of anyone who
ever did this, but it would make sense. MoonBlaster replayers work like
this: they fetch crunched data from the song file, decrunch to a buffer and
then play from that buffer. If you put the crunched data in VRAM, that
would hardly slow things down.
And about MoonBlaster, the MWM replayer can be made a lot shorter if you
move the SRAM headers stuff. That code is needed only once, when
initialising. After that, it is no longer used, so you could use the memory
for something else. Note that this is what I was told, I haven't tried it yet.

My conclusion is that there are some things you should try first, before
moving to higher system requirements.

There is one thing that strikes me about system requirements. Whether a
certain requirement is acceptable to someone, is very often equal to
whether that person's MSX meets the requirement.
It's true for me too: since I have a turbo R, I accept MSX2+ or turbo R
only software much easier.

How come you are in memory problems anyway? Could you give a summary of
which components take up how many memory?

>It needs: 128kb (v)ram, sound-fx only MoonSound, no enemys...

Yes, MoonSound SFX! I really think PA3's PSG SFX sound rather ridiculous
when played together with the MoonSound music. Cas, please use MoonSound
SFX for Core Dump!

Bye,
                Maarten



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