Re: Overscan trick

1999-06-10 Thread Manuel Bilderbeek

 Welcome to the club.
 
 What did you do ?
 
 See my previous "Powered by MSX" message.
 
 Unzip the archive. Run the program.
 
 And gaze upon perfection.

Hey, that is a VERY nice implementation of the overscan-trick! I REALLY LIKE IT! Tell 
me, what way did you use?


Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org/)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi/ 




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Re: Overscan trick

1999-06-09 Thread MkII

Welcome to the club.

What did you do ?

See my previous "Powered by MSX" message.

Unzip the archive. Run the program.

And gaze upon perfection.

Kiss you lot.

Mk2

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Overscan trick

1999-06-08 Thread MkII

I did it.

Kiss you lot.

Mk2

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Overscan trick

1999-06-04 Thread jam

Hola  Madonna Mark II!

MkII le solto a jam:

 M horizontal scan area and about 90% of the vertical scan area at 60Hz
 M in 212 line mode. Your monitor settings are just a personal choice
 M which I recommend since you also compensate the MSX weird aspect ratio
 M ("egg-like circles").

After 14 years believing that, I'm not sure know. I think the 'distorted'
aspect ratio is not inherent to the MSX itself. I've seen my Turbo-R on some
multi-scan monitors and circles look fine!  And up and down borders don't
appear on screen!



Salidos, digo ... Saludos.
JAM ([EMAIL PROTECTED])  *MSX Dreams*
Apdo. Correos 3294  18080 Granada
... G6709   War with Salamander.


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Re: Overscan trick / using sprites

1999-06-04 Thread MkII

I haven't seen the overscan trick yet, but I know the trick from other
computers. As for sprite free trens: the problem is that even with
recycling, there is a limit of 8 sprites on a line:

There's always a limit. The Amiga has also this 8 per line limit (fewer if
you use horizontal overscan).

 and then you've got a
colour problem, because the backround will always be far more colourful than
the sprites

Only for SCREEN 8 and higher.

Btw MSX videogames should be more "balanced": neither an 8-bit smooth 60Hz
Pac-Man styled vidgame nor a 256 90s-PC-VGA *JERKY* bitmap party.

MSX claims a cocktail of smooth movements + great gfx + cool sound. So
that's recycled sprites + overscan + high speed VRAM ops + clever PSG
programming + reasonable OPTIONAL high-end hardware support (GFX9000,
Moonsound, etc.)

 (a problem you don't have on a ZX spectrum).
  ^
Why did you say this? AFAIK the ZX Spectrum has NOT A SINGLE SPRITE!!!

When using software sprites (i.e. just copied bitmaps) the colour
limitations are gone, as are the restrictions on the number of sprites on a
single line.

But then appear the smoothness limitations and the jerky feeling.

Nothing a plain old 386 PC cannot do.

You can't solve this using vertical spilts, and horizontal splits aren't
really manegable, because they occur too often.

You can't pretend to fit a game not suitable for the MSX hardware into a MSX.

MSX games should be created with the target machine -the MSX- in mind.

 MSX has not been used to its full potential yet.

I agree :) but I don't think sprites are the way forward for games.

Is there "other way hidden" into our MSXs?

We have very limited resources. And we have to ABuse every little power the
hardware brings (ie sprites).

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Re: Overscan trick

1999-06-04 Thread Manuel Bilderbeek

 After 14 years believing that, I'm not sure know. I think the 'distorted'
 aspect ratio is not inherent to the MSX itself. I've seen my Turbo-R on some
 multi-scan monitors and circles look fine!  And up and down borders don't
 appear on screen!

The aspect ratio is fine on NTSC (60Hz) mode, but distored in PAL (50Hz) mode. 
That's why it is ok on your Turbo-R. In NTSC mode the screen is stretched out 
somewhat in the vertical direction, as you may know.




Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org/)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi/ 




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Re: Overscan trick

1999-06-04 Thread MkII

After 14 years believing that, I'm not sure know. I think the 'distorted'
aspect ratio is not inherent to the MSX itself. I've seen my Turbo-R on some
multi-scan monitors and circles look fine!  And up and down borders don't
appear on screen!

The aspect ratio is indeed inherent to the MSX. It's a matter of
mathematics. Simply divide horizontal / vertical resolution and compare to
standard 1:1 aspect ratios (256 x 192, 640 x 480, 800 x 600...).

Depending on the monitor settings circles might look 1:1.

The aspect ratio is fine on NTSC (60Hz) mode, but distored in PAL (50Hz)
mode.
That's why it is ok on your Turbo-R. In NTSC mode the screen is stretched out
somewhat in the vertical direction, as you may know.

Somewhat, but not enough. The vertical size of a 256 pixel display width to
achieve 1:1 aspect ratio is 192 *BUT* the MSX image is so crudely oversized
horizontally (it almost has no borders) that standard PAL/NTSC vertical
interscan cannot compensate using 192 lines.

224 would be the display height required to match display proportions (212
lines NTSC still leave a noticeable gap). The aspect ratio wouldn't be 1:1
since it's something dependent on the hardware: you neither can shrink the
VDP image horizontally nor raise the vertical frequency to expand the image
unless you have a monitor with display controllers.

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Sprite recycling (was Re: Overscan trick)

1999-05-31 Thread MkII

Sorry for the question, but what do you exactly
mean with "recycling" ??

To use again an already displayed sprite by changing its attribute data at
scan level via chained VDP raster interrupts.

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Re: Re: Overscan trick

1999-05-31 Thread Mark Zellenrath

   The first line interrupt needs to be at a line before line 192 and it
 should set the LN bit (screen height = 212 lines). The second line
 interrupt should be at a line beyond line 212 and clear the LN bit
 (screen height = 192 lines).
 
 Shouldn't the second line interrupt be between 192 and 212?
 Sound more logical to me: the VDP passes 192 and checks for 212 to end the
 screen. But before 212 is reached, you change end of screen to 192, which
 the VDP already passed.

  As usual, you are right, Maarten. The first line interrupt should be
before line 191 (set LN) and the second should be between 191 and 211
(clear LN). It seems my memory failed me - again. Sorry.
  Another option, which will probably also work, is to put the first
line interrupt between line 191 and 211 (clear LN) and the second line
interrupt beyond line 211 (set LN). You cannot, however, put an line
interrupt beyond line 230 or 240, depending on PAL or NTSC display, but
this is something that can be quickly checked.

 But I wonder if it's just a coincidence that NOP used a repeating pattern
 as the background of their overscanned title screen. Maybe there is some
 nasty sideeffect to the overscan trick that you have to compensate for.

  None that I know of. By using the overscan trick the displayed screen
is looped. It is viewing a cilinder from the side; it has no real start
nor end. So what ever picture you want to display, the lines =255
should match lines =0 otherwise you will have a non-continuity at the
top of your screen. A repeating pattern, for instance, takes care of
this.

  Bye, /\/\ark


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Re: Overscan trick

1999-05-31 Thread MkII

At 08:12 AM 05/29/99 +0200, you wrote:

I'd prefer the 1st method (if it actually works) since I don't like the
idea of changing the adjust register overriding user's preset and leading
to a non centered screen on some monitors.

Overriding user's presets also happens using the first method. For example,
my monitor is aligned such that no borders at all are visible in 60Hz mode.
That's why I never noticed NOP's overscan trick until someone else told me
it was there.

An MSX display field is not meant (at hardware level) to be aligned such
that no borders at all are visible. It covers 98% of the horizontal scan
area and about 90% of the vertical scan area at 60Hz in 212 line mode. Your
monitor settings are just a personal choice which I recommend since you
also compensate the MSX weird aspect ratio ("egg-like circles").

The 1st method does not interfere with user's presets since you'll actually
be starting your display sooner and ending it later in a compensate way, so
the picture should be centered even if you have no borders.

The MSX 212 vertical height is actually a display MONSTRUOSITY. It should
have been a 256 x 192 screen ***with 1:1 pixel aspect ratio***, or better
320 x 224. The 20 additional lines somewhat compensate for the narrower
viewport, but also they sould have been 224, to round up (in character
terms) and cover the entire display area.

Mmm... it seems many MSX users are not much familiar with those hardware
tricks like overscan and sprite recycling. That would explain those
sprite-free trends.

Sprite recycling is known to rather a lot of people. The problem with it is
that you can only boost the total number of sprites on a screen, not the
number of sprites on one line.

Neither an Amiga could boost the number of sprites per line, but vertical
recycling is powerful enough to yield impressive games/demos.

Shouldn't the second line interrupt be between 192 and 212?
Sound more logical to me: the VDP passes 192 and checks for 212 to end the
screen. But before 212 is reached, you change end of screen to 192, which
the VDP already passed.

It's indeed more logical. Still have to test it.

But I wonder if it's just a coincidence that NOP used a repeating pattern
as the background of their overscanned title screen. Maybe there is some
nasty sideeffect to the overscan trick that you have to compensate for.

This method should have no side effects. It seems NOP used the 2nd, which
is more simple to guess but less powerful and it's obvious it has that
nasty side effect since you're actually moving down the same image to be
redisplayed.

 MSX has not been used to its full potential yet.

So, prove that and impress us with a FANTASTIC demo!
(I love demo's!)

I'll rather impress you with a FANTASTIC GAME.

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Re: Overscan trick / using sprites

1999-05-31 Thread student Wiskunde/Informatica

 Mmm... it seems many MSX users are not much familiar with those hardware
 tricks like overscan and sprite recycling. That would explain those
 sprite-free trends.

I haven't seen the overscan trick yet, but I know the trick from other
computers. As for sprite free trens: the problem is that even with
recycling, there is a limit of 8 sprites on a line: and then you've got a
colour problem, because the backround will always be far more colourful than
the sprites (a problem you don't have on a ZX spectrum).
When using software sprites (i.e. just copied bitmaps) the colour
limitations are gone, as are the restrictions on the number of sprites on a
single line.
You can't solve this using vertical spilts, and horizontal splits aren't
really manegable, because they occur too often.

 MSX has not been used to its full potential yet.

I agree :) but I don't think sprites are the way forward for games.

Cas

-- 
New game: blade kings by Pirillix ;)


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Re: Overscan trick

1999-05-31 Thread M . K . t . Huurne

  Mmm... it seems many MSX users are not much familiar with those hardware
  tricks like overscan and sprite recycling. That would explain those
  sprite-free trends.
 
  Sprite recycling is known to rather a lot of people. The problem with it is
  that you can only boost the total number of sprites on a screen, not the
  number of sprites on one line.
 
 Sorry for the question, but what do you exactly
 mean with "recycling" ??

Redefining sprite patterns in such a way that sprite n is shown more 
than one time on the screen. On MSX this is especially easy since you 
can change the offset to the sprite tables. That way you can redefine 
all sprites using a single VDP register write.

Bye,
Maarten


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Re: Overscan trick

1999-05-30 Thread Maarten ter Huurne

At 08:12 AM 05/29/99 +0200, you wrote:

I'd prefer the 1st method (if it actually works) since I don't like the
idea of changing the adjust register overriding user's preset and leading
to a non centered screen on some monitors.

Overriding user's presets also happens using the first method. For example,
my monitor is aligned such that no borders at all are visible in 60Hz mode.
That's why I never noticed NOP's overscan trick until someone else told me
it was there.

Mmm... it seems many MSX users are not much familiar with those hardware
tricks like overscan and sprite recycling. That would explain those
sprite-free trends.

Sprite recycling is known to rather a lot of people. The problem with it is
that you can only boost the total number of sprites on a screen, not the
number of sprites on one line.

Bye,
Maarten




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Re: Overscan trick

1999-05-30 Thread john . j

Maarten ter Huurne schrieb:

 Mmm... it seems many MSX users are not much familiar with those hardware
 tricks like overscan and sprite recycling. That would explain those
 sprite-free trends.

 Sprite recycling is known to rather a lot of people. The problem with it is
 that you can only boost the total number of sprites on a screen, not the
 number of sprites on one line.

Sorry for the question, but what do you exactly
mean with "recycling" ??

greetz
JJoS


--
--
 official developer of O.ne S.hot R.ising
--
I hate bugs! - I like Starship Troopers...




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Re: Overscan trick

1999-05-29 Thread Manuel Bilderbeek

 Hey, I thought it was done by moving by moving the screen up

Hmm, I seem to have typed 'moving' twice... 

 first with the set adjust reg (18?). Then almost at the bottom
 of the screen the adjust value is changed so that the screen
 is totally down (in a screensplit, just before the end of the
 screen).
 
 Mmm... perhaps another valid method. Will also try it. But I guess
 something more than just moving the screen needs to be done since the same
 bottom slice would be re-displayed.

Indeed, maybe you have to copy the lower part everytime or so... Or, like in the
NOP demo, don't put usefull things near the border. NOP had a 'background
pattern', so the re-displaying could not be noticed.

 I'd prefer the 1st method (if it actually works) since I don't like the
 idea of changing the adjust register overriding user's preset and leading
 to a non centered screen on some monitors.

Well, in the vertical direction it isn't such a problem, since I've never seen
any screen that needed set adjust in the vertical direction. And the changes are
not permanent.

 Thanks! This is really cool!!!
 (where is it used, in which demo etc?)

In Unknown Reality and that Impact BBS promo. Maybe also in an ANMA demo (The
source of power?).
 
 Mmm... it seems many MSX users are not much familiar with those hardware
 tricks like overscan and sprite recycling. That would explain those
 sprite-free trends.
 
 I've used systems far more limited than a MSX and I've seen them doing
 things you wouldn't imagine (triple 50Hz full screen parallax scroll + 8
 50Hz bitmap moving objects on a ZX Spectrum: check out COBRA (Ocean) by the
 geni-genious Joffa Smifff!).
 
 MSX has not been used to its full potential yet.

So, prove that and impress us with a FANTASTIC demo!
(I love demo's!)

Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org/)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi/ 


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Re: Overscan trick

1999-05-29 Thread Laurens Holst

 Hey, I thought it was done by moving by moving the screen up
 first with the set adjust reg (18?). Then almost at the bottom
 of the screen the adjust value is changed so that the screen
 is totally down (in a screensplit, just before the end of the
 screen).

 Mmm... perhaps another valid method. Will also try it. But I guess
 something more than just moving the screen needs to be done since the same
 bottom slice would be re-displayed.

 I'd prefer the 1st method (if it actually works) since I don't like the
 idea of changing the adjust register overriding user's preset and leading
 to a non centered screen on some monitors.

Besides, there is a larger problem with changing the ADJUST-register, and
that is that it disturbs VDP-commands.


 Yesss!!!
 
 Thanks! This is really cool!!!
 (where is it used, in which demo etc?)

 Mmm... it seems many MSX users are not much familiar with those hardware
 tricks like overscan and sprite recycling. That would explain those
 sprite-free trends.

Overscan was new to me...


 I've used systems far more limited than a MSX and I've seen them doing
 things you wouldn't imagine (triple 50Hz full screen parallax scroll + 8
 50Hz bitmap moving objects on a ZX Spectrum: check out COBRA (Ocean) by
the
 geni-genious Joffa Smifff!).

 MSX has not been used to its full potential yet.

true.


~Grauw




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Overscan trick

1999-05-28 Thread Mark Zellenrath

Hi,

  The overscan trick was, I think, first discovered by NOP and used in
"Unknown Reality" at the title screen. Achieving the vertical overscan
on the V9938/V9958 is actually quite simple. You only need two line
interrupts (using r#19) and flip the LN bit (r#9 b7). The LN bit selects
between a screen height of 192 lines and 212 lines.
  The first line interrupt needs to be at a line before line 192 and it
should set the LN bit (screen height = 212 lines). The second line
interrupt should be at a line beyond line 212 and clear the LN bit
(screen height = 192 lines). This will somehow 'confuse' the VDP and it
will keep on displaying skipping the black border in Y-direction
alltogether.

  Bye, /\/\ark


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Re: Overscan trick

1999-05-28 Thread Manuel Bilderbeek

 
 Hi,
 
   The overscan trick was, I think, first discovered by NOP and used in
 "Unknown Reality" at the title screen. Achieving the vertical overscan
 on the V9938/V9958 is actually quite simple. You only need two line
 interrupts (using r#19) and flip the LN bit (r#9 b7). The LN bit selects
 between a screen height of 192 lines and 212 lines.
   The first line interrupt needs to be at a line before line 192 and it
 should set the LN bit (screen height = 212 lines). The second line
 interrupt should be at a line beyond line 212 and clear the LN bit
 (screen height = 192 lines). This will somehow 'confuse' the VDP and it
 will keep on displaying skipping the black border in Y-direction
 alltogether.
Hey, I thought it was done by moving by moving the screen up
first with the set adjust reg (18?). Then almost at the bottom
of the screen the adjust value is changed so that the screen
is totally down (in a screensplit, just before the end of the
screen).

Or am I just stupid? ;-)

Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org/)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi/ 




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Re: Overscan trick

1999-05-28 Thread Laurens Holst

   The overscan trick was, I think, first discovered by NOP and used in
 "Unknown Reality" at the title screen. Achieving the vertical overscan
 on the V9938/V9958 is actually quite simple. You only need two line
 interrupts (using r#19) and flip the LN bit (r#9 b7). The LN bit selects
 between a screen height of 192 lines and 212 lines.
   The first line interrupt needs to be at a line before line 192 and it
 should set the LN bit (screen height = 212 lines). The second line
 interrupt should be at a line beyond line 212 and clear the LN bit
 (screen height = 192 lines). This will somehow 'confuse' the VDP and it
 will keep on displaying skipping the black border in Y-direction
 alltogether.

Yesss!!!

Thanks! This is really cool!!!
(where is it used, in which demo etc?)


~Grauw




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Re: Overscan trick

1999-05-28 Thread MkII

  The overscan trick was, I think, first discovered by NOP and used in
"Unknown Reality" at the title screen. Achieving the vertical overscan
on the V9938/V9958 is actually quite simple. You only need two line
interrupts (using r#19) and flip the LN bit (r#9 b7). The LN bit selects
between a screen height of 192 lines and 212 lines.
  The first line interrupt needs to be at a line before line 192 and it
should set the LN bit (screen height = 212 lines). The second line
interrupt should be at a line beyond line 212 and clear the LN bit
(screen height = 192 lines). This will somehow 'confuse' the VDP and it
will keep on displaying skipping the black border in Y-direction
alltogether.

Sounds good. Will try this afternoon. Let you know the results. Thanks for
the info.

Hey, I thought it was done by moving by moving the screen up
first with the set adjust reg (18?). Then almost at the bottom
of the screen the adjust value is changed so that the screen
is totally down (in a screensplit, just before the end of the
screen).

Mmm... perhaps another valid method. Will also try it. But I guess
something more than just moving the screen needs to be done since the same
bottom slice would be re-displayed.

I'd prefer the 1st method (if it actually works) since I don't like the
idea of changing the adjust register overriding user's preset and leading
to a non centered screen on some monitors.

Yesss!!!

Thanks! This is really cool!!!
(where is it used, in which demo etc?)

Mmm... it seems many MSX users are not much familiar with those hardware
tricks like overscan and sprite recycling. That would explain those
sprite-free trends.

I've used systems far more limited than a MSX and I've seen them doing
things you wouldn't imagine (triple 50Hz full screen parallax scroll + 8
50Hz bitmap moving objects on a ZX Spectrum: check out COBRA (Ocean) by the
geni-genious Joffa Smifff!).

MSX has not been used to its full potential yet.

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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