Laurens Holst wrote:
> I have 6 sprites per line left, and 20 in total (others are for border
> cloacking). Only BUT is that only very few 'fences' per screen can be
> created. And it requires some extra calculations. But it is indeed a good
> idea, since it doesn't need extra (slow) copying.
Let's forget about an entire area covered by
fences, then. <:) I guess some NES games use
this technique.
(...)
> By the way, would somebody have objections against an engine based on 16x16
> tiles??? (that would make my engine faster and I then won't have to make a
> nifty workaround for the current speed problem I have).
It seems OK for me. Graphics could be enhanced
and number of tiles per map would also increase.
Unfortunately, we'd have less tiles in memory and
decreased design flexibility. <:)
> I myself think 8x8-based games are better-looking and better-playing than
> 16x16-based games (on the SNES for example). But at the other hand, there
> are also very nice 16x16 games. And a lot of SNES-games don't have the
> characters limited to walk on the exact tiles (like in all MSX games). I
> could make my engine do that, it's not that hard...
The main character could be sprite-based, while
others could be shapes. Is it possible? Is it
any good?
[]s,
----- Parn (ICQ#1693182)
/| | | |\
\| ___ |/ http://parn.cjb.net/
\/ ----- \/ Parn's Music Station
| | Game Music XMs and more!
-- -- Izati Abamehinam Etokafe Nan
****
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED]
and put "unsubscribe msx [EMAIL PROTECTED]" (without the quotes) in
the body (not the subject) of the message.
Problems? contact [EMAIL PROTECTED]
More information on MSX can be found in the following places:
The MSX faq: http://www.faq.msxnet.org/
The MSX newsgroup: comp.sys.msx
The MSX IRC channel: #MSX on Undernet
****