Re: games
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 -- email me: [EMAIL PROTECTED] or ICQ: 10196372 visit my homepage at http://grauw.blehq.org/ 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
Re: games
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 - 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 - 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
Re: games
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 -- email me: [EMAIL PROTECTED] or ICQ: 10196372 visit my homepage at http://grauw.blehq.org/ 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
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: The MSX faq: http://www.faq.msxnet.org/ The MSX newsgroup: comp.sys.msx The MSX IRC channel: #MSX on Undernet
Re: games
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
Re: games
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 -- email me: [EMAIL PROTECTED] or ICQ: 10196372 visit my homepage at http://grauw.blehq.org/ 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
Re: games
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 :) 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
Re: games
"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 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
Don't read. Just testing...
Simplement una prova... 8) -- Get your firstname@lastname email for FREE at http://NamePlanet.com 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
Re: games
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 -- email me: [EMAIL PROTECTED] or ICQ: 10196372 visit my homepage at http://grauw.blehq.org/ 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
Re: games
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.. \/\/ 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
Re: Happy End in Salamander
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 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 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
Re: Happy End in Salamander
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: The MSX faq: http://www.faq.msxnet.org/ The MSX newsgroup: comp.sys.msx The MSX IRC channel: #MSX on Undernet 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
Re: games
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 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
Salamander -- Aleste Co.
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 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
Re: games
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 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
Re: games
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.. \/\/ 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
Re: games
"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 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
Re: xak 1 (emulator)
* 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 =- 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
Re: xak 1 (emulator)
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 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
Re: Happy End in Salamander
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 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
Re: xak 1 (emulator)
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. 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
about generic game engines
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 -- 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
Re: Happy End in Salamander
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 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
Re: games
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 - 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 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