Hi, Maarten !
MH> FNANO2 uses multicolor mode, but it only runs on turbo R.
MH> Also the MSX1 demos from Lieves!Tuore use multicolor mode.
MH>
MH> But in my opinion, there is nothing cool about multicolor mode in
MH> itself. What is cool, is that you have the speed to do things you
MH> coul
>>There's a game which even lists the lack of sprites as a feature!!!
>
>Akin maybe? Sprites like that (big and multilayer) cannot be made using
>hardware sprites.
nope, Akin didn't list that as a feature, I'm quite sure ;) It did list big
objects as a feature I guess.
but indeed, moving softwa
-Original Message-
From: Tristan <[EMAIL PROTECTED]>
>I know of at least one MSX2 demo that uses 'spritesplits' :) to put a
>lot more sprites on screen. If people are interested I might be able
>to find it in my archives.
That would be nice, how is it called?
Who made it? While I was aw
> I may be mistaken, but if I can remember
> Amiga only could display four 8x8 mono-
> chrome sprites at once. This was designed
> mainly for mouse pointer. But with raster
> effects (is this how it's called?) you
> could achieve a lot more sprites.
I know of at least one MSX2 demo that uses 'spr
At 06:49 AM 5/26/99 +0200, you wrote:
>Yeah. BTW, why real sprites are so scarcely used on and beyond MSX2? If
>Spectrum users were given a single sprite...
Limitations:
- max 8 sprites on one line
- max 1 color per line of the sprite
(you can mix sprites to get more colors, but this decreseas
MkII wrote:
> >1) They're 'only' 16x16 pixels max
> >2) Only one color per pixel line
> >3) max 8 sprites (4 on MSX1, if I recall correctly) per horizontal line
> These are pretty standard sprite limitations, not much different from a 1st
> gen Amiga.
I may be mistaken, but if I can remember
Amig
> ] Maybe you'd better make a Screen 10 / 11-converter??? (Anyone knows the
> ] difference between those two?)
> There is no physical difference between the two modes. It is only a
logical
> difference for the BASIC interpreter.
>
> In both modes, bit 4 of the pixel determines wether the pixel mus
>> Yeah. BTW, why real sprites are so scarcely used on and beyond MSX2?
>> If Spectrum users were given a single sprite...
>
>Some reasons:
>1) They're 'only' 16x16 pixels max
>2) Only one color per pixel line
>3) max 8 sprites (4 on MSX1, if I recall correctly) per horizontal line
Luxury.
These
] Maybe you'd better make a Screen 10 / 11-converter??? (Anyone knows the
] difference between those two?)
There is no physical difference between the two modes. It is only a logical
difference for the BASIC interpreter.
In both modes, bit 4 of the pixel determines wether the pixel must be shown
1999 6:19 PM
To: [EMAIL PROTECTED]
Subject: Re: Screen Horrorshow graphics
> RuMSX can display screen 12 in fullcolor on a PC.
> But it is not obvious. You have to change to High resolution when there is
a
> screen 12 image on screen, otherwise it is grey. And since high resolution
> on
> Yeah. BTW, why real sprites are so scarcely used on and beyond MSX2? If
> Spectrum users were given a single sprite...
>
> Sprites usually have serious limitations in all computers with built-in
> sprite circuitry, but there're means to overcome them (at least to some
> extent, look Shadow of th
> RuMSX can display screen 12 in fullcolor on a PC.
> But it is not obvious. You have to change to High resolution when there is
a
> screen 12 image on screen, otherwise it is grey. And since high resolution
> on my PC's gives a black screen in all other modes it is not convenient.
> Well, since R
On Wed, 26 May 1999, Maarten ter Huurne wrote:
> >I'm looking forward to include MSX2+ support for smoother backdrops. If I
> >only could write a fast and compact enough YUV DCT decoder + get hold of a
> >2+ (must use an emulator for that, sigh!)...
>
> What is "DCT"?
>
It stands for "D
At 05:58 AM 5/25/99 +0200, you wrote:
>I'm looking forward to include MSX2+ support for smoother backdrops. If I
>only could write a fast and compact enough YUV DCT decoder + get hold of a
>2+ (must use an emulator for that, sigh!)...
What is "DCT"?
And why do you need a decoder? MSX2+ is an ex
> Yeah. BTW, why real sprites are so scarcely used on and beyond MSX2?
> If Spectrum users were given a single sprite...
Some reasons:
1) They're 'only' 16x16 pixels max
2) Only one color per pixel line
3) max 8 sprites (4 on MSX1, if I recall correctly) per horizontal line
Which means that you'
a bit more etc).
-Original Message-
From: Giovanni R. Nunes [mailto:[EMAIL PROTECTED]]
Sent: woensdag, januari 26, 1994 16:36 uur
To: [EMAIL PROTECTED]
Subject: Screen Horrorshow graphics
Mk//e,
> I use a 3 slice split screen, the middle being in graphic mode 7 (256
> x 212 x
>> I use a 3 slice split screen, the middle being in graphic mode 7 (256
>> x 212 x 256 colors). I also use real hardcoded mode 2 overlapped
>> sprites (3 different colors per line).
>
> Them I thing correctly... (except by sprites...).
Yeah. BTW, why real sprites are so scarcely used on and bey
Mk//e,
> I use a 3 slice split screen, the middle being in graphic mode 7 (256
> x 212 x 256 colors). I also use real hardcoded mode 2 overlapped
> sprites (3 different colors per line).
Them I thing correctly... (except by sprites...).
> I'm looking forward to include MSX2+ support for s
> About your game, how screen mode you're using? 256x212 w/ 256
> colors?
I use a 3 slice split screen, the middle being in graphic mode 7 (256 x 212
x 256 colors). I also use real hardcoded mode 2 overlapped sprites (3
different colors per line).
I'm looking forward to include MSX2+ support f
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