>> I use a 3 slice split screen, the middle being in graphic mode 7 (256
>> x 212 x 256 colors). I also use real hardcoded mode 2 overlapped
>> sprites (3 different colors per line).
>
> Them I thing correctly... (except by sprites...).
Yeah. BTW, why real sprites are so scarcely used on and beyond MSX2? If
Spectrum users were given a single sprite...
Sprites usually have serious limitations in all computers with built-in
sprite circuitry, but there're means to overcome them (at least to some
extent, look Shadow of the Beast and Turrican on Amiga) but I keep coming
across bitmap-only *JERKY* moving objects which give games an early 90s
PC-wise look & feel.
There's a game which even lists the lack of sprites as a feature!!!
IMO wiser use of sprites and MSX-only features (like the KEWL multicolor
mode!!) would render more MSX-styled games.
>> I'm looking forward to include MSX2+ support for smoother backdrops.
>> If I only could write a fast and compact enough YUV DCT decoder + get
>> hold of a 2+ (must use an emulator for that, sigh!)...
>
> A emulator? The last emulator that I knew displayed S12 pictures in
> greyshade tones... :) The major problem is the "blur" but you can
> solve this problem using the mode 8(?) {256x212 12k colors) that
> enable a mixed RGB and YJK screen. And about convert YUV (or YJK?) you
> can do it in another (a fast and fat) computer. I do it on my draws,
> first in PC and last in MSX.
Well, I don't know if any of the 2+ compatible emulators I've got (and I've
got ALL platforms but the PC!) does provide reasonable support for screen
12.
Conversion is not a problem with my ever-growing PostScript toolbox 8;)
Even a not-so-fast and not-so-fat computer can do the job -provided it can
run a PostScript interpreter!-.
Kiss you lot.
--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"
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