> >Well at least in my engine I am really getting to the max. of the VDP. So
> >the characters won't move all the time (enables me to have more
characters
> >on screen at the same time), more like step, wait, wait, wait, step...
etc.
> >(like in a 1/4 measure).
>
> why getting the max of your vdp... did konami do that ? did falcom ?
> we are past the era of 100 screensplits, 4000 colors, copperbars, stretch
> etc. , aren' t we ?

The only reason why I am going to the max of the MSX is because I want to
use smooth scrolling in all 4 directions.

Also, it is nice to have a whopping battle-scene-entering animation (you can
really do some nice stuff with screensplits in that case).


> the game should just work..  I guess the best screensetup is the playfield
> with the status bar below.. (1 horizontal color-screensplit)

No screensplit (because when scrolling horizontally it causes corrupted
bytes in the copies). Unless someone can point me a way to let the VDP
temporarily stop COPYing.


> main problems are:
>
> * how to make a person walk behind fence? so that you still see parts of
> the player..

Not difficult. Simple LMMM. A bigger problem is how to implement it in the
map. I think it has to be done by defining a range of tiles which have
'double' copies; The upper 4 bits of the tile-byte indicate 'double copy' is
being used, the lower two bits define the type of fence used and the two
other bits define the background. Another solution is to maintain an
alternative map in which the correct overlapping tile will be looked up when
a 'double copy'-byte (i.e. 255) is encountered in the primary map. Will take
a lot of extra space though while only a few parts of it are being used.
Maybe some mutation of the trigger-idea could be applied in this case.

With my engine, there is also the problem of having a too large area of
see-through tiles, because it will get too slow then to scroll smooth. I see
two solutions: use fence in a 'smart' way while editing the map, or simply
don't allow more than x pieces of fence per row/column. And ofcourse you can
also make no see-through tiles at all.


> * walls that auto-cast shadows (which affect the player too when he walks
> there)

I never saw characters getting affected by a wall's shadow in any MSX RPG.
The chars just stay the same and walk on. Underneath a door there often IS
shadow, but that's no different from the fence, simply done by copying a
dithered pattern over the sprite.


~Grauw


--
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      visit my homepage at http://grauw.blehq.org/
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