Re: games

2000-05-23 Thread Laurens Holst

 Laurens Holst wrote:
   * 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
 (...)

 Sprites, anybody? `:))

Possible, yes.

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.

The fence can't be higher than 8 pix though (it can be wider), because when
it's displayed at the point where the screen wraps only the upper half of it
will be displayed. At the other hand, that only happens at a few spots,
everywhere else it can be 16x16 sprites, since the wraparound-spot of the
screen doesn't change...

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).

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...


~Grauw


--

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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)

At 01:33 AM 5/23/00 -0300, you wrote:
Hey, I think it's a good idea to make an engine, and share with everyone!
And, about having too many games, with the same engine..well, this never
stopped of Quake 2, Unreal, Sin, Half-Life, Heretic 2.making sucess in


doom clones suck ! whatever the 'story' is.. it's 'shoot every thing that 
moves'

but an rpg like Lands of Lore ][ *is* fun to play.. even as it is a 3d engine..

I am not a very good programmer, but if the engine is easy to use, certainly
I would make games for it!

that's the main point here! I think there are lotsa ppl outthere who can 
draw and compose by themself but can't release anything because of coders 
slipping away to uni/pc..

   And..what's gamebuilder?? I have no idea, but it sounds interesting...

well. :)  if konami makes the story, gfx and music.. gamebuilder 'could' be 
ok.. :)

\/\/



Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
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Re: games

2000-05-23 Thread Laurens Holst

 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.

 wasting 2 sprites for borders indicated you want to smooth scroll.. WHY
 smooth scroll ! sd-sn didn't too .. does sd-sn. suck ? :)
 You waste lotsa vdp speed with this, better use 8x8 'scroll' and have more
 vdp power left for characters running around.. etc.

Smooth scrolling is the entire idea of my engine. If there was no smooth
scrolling I wouldn't have made the engine!

If smooth scrolling is possible (and it is), then why not? It looks much,
much better.
And when looking at the speed, SD-Snatcher sucks, yes. Bad example. Ys II
has a good engine, very fast and multilayer... That's a good example.


 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).

 a top-view game like Bastard could be 16x16.. a bird-view rpg is better
 when using 8x8... more detailed editing.. (less gfx in ram too).

I'll try to keep it 8x8 then...
I had to make up my mind...


~Grauw


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Re: Happy End in Salamander

2000-05-23 Thread Pablo Vasques Bravo-Villalba

Jose Angel Morente wrote:
  I don't know my hi-score in Aleste, but I end the game without loosing
  any live :)
 ME TOO!!
 Not only on Aleste, but on Zanac and Zanac-ex as well :)

Groovy! Now we have a Konami Man, a Compile Man
and a Pony Canyon Man! :) Where are the Hertz Man,
the TE Man and the Bit² Man?  ^^

[]s,

   -Parn (ICQ#1693182)
 /| | | |\  
 \| ___ |/  http://parn.cjb.net/
\/ - \/ Parn's Music Station
| | Game Music XMs and more!
   -- --Izati Abamehinam Etokafe Nan


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Re: games

2000-05-23 Thread Pablo Vasques Bravo-Villalba

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


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Re: games

2000-05-23 Thread Laurens Holst

  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?

The thougth had crossed my mind.
However, walking behind fences can then ONLY be done by using sprites. And
the nr. of sprites per line decrease because the main character also uses 2
or 3 sprites.


~Grauw


--

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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)


  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.

now some obscure "c script"  :)

fence -

map{
char "a" == grass
char "b" == fenced grass
}

draw map;
put player; (bitmap, no sprite!)
if player(x,y)==fenced grass{
 draw fence (without transparant color)
};

so if the player is on a fenced-grass-tile
then

draw grass;
draw player;
draw fence;

using this, your whole map can be fenced.. only that 16x16 player-block 
needs extra copying.. (and other map-people too NO sprites  :)

please, don't bug me about this 'c-code' :)


The main character could be sprite-based, while
others could be shapes. Is it possible? Is it
any good?

no!

all characters should be true bitmaps!

\/\/

(great! finally some useful activity in this list :)



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Re: games

2000-05-23 Thread Pablo Vasques Bravo-Villalba

"Maarten van Strien (cs^tbl)" wrote:
 now some obscure "c script"  :)

I like your c script. I wish I could
understand real C this easy... `:)

(...)
 using this, your whole map can be fenced.. only that 16x16 player-block
 needs extra copying.. (and other map-people too NO sprites  :)

I'd say more: you could draw the fences directly
in the tiles. When you have a character walking
"over" a "fenced" tile, you just have to put a
sprite over that particular tile. :)

 please, don't bug me about this 'c-code' :)

Why? `:P~

 The main character could be sprite-based, while
 others could be shapes. Is it possible? Is it
 any good?
 no!
 all characters should be true bitmaps!

With 8x8-scroll? Like Xak? :)

As long as there IS an engine, I wouldn't
mind having a smooth-scrolling sprite-based
engine, like Japanese NES RPGs, or a block-
scrolling bitmap-based engine, like Japanese
MSX2 RPGs. `:)

[]s,

   -Parn (ICQ#1693182)
 /| | | |\  
 \| ___ |/  http://parn.cjb.net/
\/ - \/ Parn's Music Station
| | Game Music XMs and more!
   -- --Izati Abamehinam Etokafe Nan


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Don't read. Just testing...

2000-05-23 Thread toni

Simplement una prova... 8)


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Re: games

2000-05-23 Thread Laurens Holst

   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.

 now some obscure "c script"  :)

[...]

 using this, your whole map can be fenced.. only that 16x16 player-block
 needs extra copying.. (and other map-people too NO sprites  :)

 please, don't bug me about this 'c-code' :)

No. I won't. The idea is indeed very good. I will use it.


 The main character could be sprite-based, while
 others could be shapes. Is it possible? Is it
 any good?

 no!

 all characters should be true bitmaps!

4 OR'ed sprites are equivalent to a bitmap. And the drawing-process is much
faster.


 (great! finally some useful activity in this list :)

Where did you get that idea from???


~Grauw


--

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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)


I'd say more: you could draw the fences directly
in the tiles. When you have a character walking
"over" a "fenced" tile, you just have to put a
sprite over that particular tile. :)

well, this could be a nice idea, but with only 8 16x16 sprites at 1 row the 
gfx are limited..

lets say 4 sprites for a nice full-color fence for 1 player (you)
then there's only 4 sprites left for only 1 other player.

and maybe 4 sprites for 1 fence is not enough..
if the screen is NOT 'scrolling' or moving then not much has to be copied 
anyhow.. time enough to put that extra gfx on a fenced grass tile..

\/\/



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Re: Happy End in Salamander

2000-05-23 Thread QUICKzAND

hell, I got a original MIDI-saurus (with box  manual and stuff like that)
so I guess I could volunteer to be bit2 man :)

Pepijn

- Original Message -
From: "Pablo Vasques Bravo-Villalba" [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 23, 2000 2:25 PM
Subject: Re: Happy End in Salamander


 Jose Angel Morente wrote:
   I don't know my hi-score in Aleste, but I end the game without loosing
   any live :)
  ME TOO!!
  Not only on Aleste, but on Zanac and Zanac-ex as well :)

 Groovy! Now we have a Konami Man, a Compile Man
 and a Pony Canyon Man! :) Where are the Hertz Man,
 the TE Man and the Bit² Man?  ^^

 []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
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 Problems? contact [EMAIL PROTECTED]
 More information on MSX can be found in the following places:
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  The MSX newsgroup: comp.sys.msx
  The MSX IRC channel: #MSX on Undernet
 



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Re: Happy End in Salamander

2000-05-23 Thread QUICKzAND

and how about a micro cabin man?
and a falcom man
and...



- Original Message -
From: "Pablo Vasques Bravo-Villalba" [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 23, 2000 2:25 PM
Subject: Re: Happy End in Salamander


 Jose Angel Morente wrote:
   I don't know my hi-score in Aleste, but I end the game without loosing
   any live :)
  ME TOO!!
  Not only on Aleste, but on Zanac and Zanac-ex as well :)

 Groovy! Now we have a Konami Man, a Compile Man
 and a Pony Canyon Man! :) Where are the Hertz Man,
 the TE Man and the Bit² Man?  ^^

 []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:
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  The MSX newsgroup: comp.sys.msx
  The MSX IRC channel: #MSX on Undernet
 



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Re: games

2000-05-23 Thread Maarten ter Huurne

On Tue, 23 May 2000, Laurens Holst wrote:

  all characters should be true bitmaps!
 
 4 OR'ed sprites are equivalent to a bitmap. And the drawing-process is much
 faster.

But everything that should be drawn on top of the main character should
also be a sprite. So you'll need sprite versions of every block that can be
above the main character.

I think it's a better idea to turn off all sprites, since VDP copy commands
are a lot faster when sprites are off. And you will need copy commands for
the largest part of the screen anyway.

Instead of a border mask using sprites, you can either use the Space
Manbow option (hardware border mask if you have V9958, no border mask if
you have V9938) or make a border using VDP commands (block fill is very
fast).

Bye,
Maarten


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Salamander -- Aleste Co.

2000-05-23 Thread Néstor Soriano

I don't know my hi-score in Aleste, but I end the game without loosing
  any live :)

I did same on Aleste 2 once, in the second difficulty level! ;-)


 * XVIII MSX USERS MEETING IN BARCELONA: DECEMBER 9th 2000 *

  Konami Man - AKA Nestor Soriano (^ ^)v - Itsumo MSX user

New web address:   http://konamiman.msx.tni.nlhttp2//nestor.msx
   [EMAIL PROTECTED] ICQ#: 18281450

 Bill Gates should pay 1$ every time Windows fails everywhere in the world



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Re: games

2000-05-23 Thread Maarten ter Huurne

On Tue, 23 May 2000, Maarten van Strien (cs^tbl) wrote:

 now that some ppl are discussing this issue, how many ppl are seriously 
 thinking about coding such an engine.. ?

What about setting up a public source repository? Something like CVS. Any
interested programmer could look at the source and contribute to it.

This is not a guarantee for success, but at least the project wouldn't
depend on a single person.

 that is: coding such an engine, and NOT going away for school, pc, 
 whatever-excuse ?

I may make contributions from time to time, but I won't code an entire
engine.

Bye,
Maarten


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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)



That's hard to tell, but I'd like to do some music. =)

exactly! there are MORE ppl who want to make an rpg than that there are 
coders available..

\/\/



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Re: games

2000-05-23 Thread Pablo Vasques Bravo-Villalba

"Maarten van Strien (cs^tbl)" wrote:
 That's hard to tell, but I'd like to do some music. =)
 exactly! there are MORE ppl who want to make an rpg than that there are
 coders available..

If this isn't the beast reason for a good
generic game engine (preferably a RPG one),
I wonder what it would be. Of course, coding
such an engine would be no piece of cake,
but it seems a lot of people would benefit
of it. Even the coder would get the chance
to play some new games! :)

[]s,

   -Parn (ICQ#1693182)
 /| | | |\  
 \| ___ |/  http://parn.cjb.net/
\/ - \/ Parn's Music Station
| | Game Music XMs and more!
   -- --Izati Abamehinam Etokafe Nan


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Re: xak 1 (emulator)

2000-05-23 Thread Francisco Alvarez

 * Author: Francisco Alvarez


Hola Jose, la familia bien ¨no?

El 18-May-00 a las 22:35:26, Jose Angel Morente taladraba a All
  Tema: Re: xak 1 (emulator)

 JAM From: [EMAIL PROTECTED]
 JAM To: [EMAIL PROTECTED]

 JAM Hola Rafael,

 If I am not mistaken, there's a version of it in Funet.
 JAM 
 Actually, you can find MANY translated games in Funet (Ys 1, 2, 3, Xak,
 Princess Maker (Great game!), Rune master, Fray and others)

 JAM As far as I know, only Xak II and Xak III are translated.

 I have Xak I translation that Teo Lopez del Castillo made.






 -= Saludetes de Francisco Alvarez =-




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Re: xak 1 (emulator)

2000-05-23 Thread Maarten ter Huurne

On Sat, 20 May 2000, Francisco Alvarez wrote:

  JAM As far as I know, only Xak II and Xak III are translated.
 
  I have Xak I translation that Teo Lopez del Castillo made.

Is it an English or a Spanish translation?

Bye,
Maarten


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Re: Happy End in Salamander

2000-05-23 Thread Jose Angel Morente

Pablo Vasques Bravo-Villalba soltó algo así como:

   any live :)
  ME TOO!!
  Not only on Aleste, but on Zanac and Zanac-ex as well :)

 Groovy! Now we have a Konami Man, a Compile Man
 and a Pony Canyon Man! :) Where are the Hertz Man,
 the TE Man and the Bit² Man?  ^^


Hey, hey, stop!  Zanac is a Compile game too! Actually even
the 'jingles' are the same than in Aleste!

Pony Canyon only distributed the Zanac's  :)

So I'm a Compile Man, not a Ponyca Man X-D



Greetings,


Jose Angel Morente ([EMAIL PROTECTED])
   ([EMAIL PROTECTED])
*MSX DREAMS*   ([EMAIL PROTECTED])

Visit MSX Warau Home Page
http://msxjam.web.com
msxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsxmsx


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Re: xak 1 (emulator)

2000-05-23 Thread Mark Bolman



 
  I have Xak I translation that Teo Lopez del Castillo made.

If you have an english xak 1 translation i would like to have it (who
doesn't), maybe you can upload it to funet...
but what i really meant in my original message is that there is a version
of xak 1 for a gameconsole (non msx). Does anybody know about this??

Mark.





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about generic game engines

2000-05-23 Thread Ricardo Bittencourt


I was writing a generic game engine for action games.
The engine was going to be full screen in YJK/RGB mode (screen 10).
Actually this engine was the reason I implemented MSX2+ support
in BrMSX.

However, I stopped working on it, and I'm now working on 
a new engine, this time optimized for ADVRAM (users without ADVRAM
will be able to use this new engine, at lower framerates).

If you want to see what this engine was going to look like,
just download the beta version at:

http://www.lsi.usp.br/~ricardo/msx/tmnt10.zip

Notice the big sprite and the real-time shadows.
The speed for this version is:

MSX2+ @ 3.57:   8 frames/second
MSX2+ @ 7.14:  17 frames/second
Turbo-R R800:  40 frames/second

ADVRAM will be much faster than this, even on 7MHz systems.


Ricardo Bittencourt   http://www.lsi.usp.br/~ricardo
[EMAIL PROTECTED]  "Ricardo is subtle, but malicious he is not"
-- Uniao contra o forward - crie suas proprias piadas --


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Re: Happy End in Salamander

2000-05-23 Thread Rafael Lima

This got a little out of control, huh?? hehe

I was going to say that Zanac is also from Compile, Pony are only the
publishers, but someone already said that here...
All Compile games rocks, by the way! :-)

About BIT2...I could never finish ANY of their games! Famicle Parodic is
hard, as Famicle Parodic 2, but Nyancle Racing is DAMN hard..anyone out
there could finish it??? Ahn, I can go very far in Quinpl (My 2nd favourit
Bit2 game, after Nyancle Racing, but no one remembers that one! (-:  )

See ya!

Shatterhand



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Re: games

2000-05-23 Thread Rafael Lima





doom clones suck ! whatever the 'story' is.. it's 'shoot every thing that
moves'

Actually, I don't have nothing against "Shoot eveything that moves"...I love
Aleste 2! :-), Yeah, those Doom clones are usually crap, they are all the
same, and they still make sucess...that's my point! RPGs are even better!
(When they are well done, of course)

but an rpg like Lands of Lore ][ *is* fun to play.. even as it is a 3d
engine..


that's the main point here! I think there are lotsa ppl outthere who can
draw and compose by themself but can't release anything because of coders
slipping away to uni/pc..


well. :)  if konami makes the story, gfx and music.. gamebuilder 'could' be
ok.. :)


I still don't know what is gamebuilder... It's a "game creator"? Is a game
engine made by Konami? Where I can find it? HELP ME!! :-)

Shatterhand

  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
-





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