Screen Horrorshow graphics

1999-05-30 Thread jam
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

Re: Screen Horrorshow graphics

1999-05-28 Thread Cas Cremers
>>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

Re: SPRITE Horrorshow (was Re: Screen Horrorshow)

1999-05-27 Thread Pablo Vasques Bravo-Villalba
-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

Re: SPRITE Horrorshow (was Re: Screen Horrorshow)

1999-05-27 Thread Tristan
> 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

Re: Screen Horrorshow graphics

1999-05-27 Thread Maarten ter Huurne
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

Re: SPRITE Horrorshow (was Re: Screen Horrorshow)

1999-05-27 Thread Pablo Vasques Bravo-Villalba
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

Re: Screen Horrorshow graphics

1999-05-26 Thread Laurens Holst
> ] 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

SPRITE Horrorshow (was Re: Screen Horrorshow)

1999-05-26 Thread MkII
>> 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

Re: Screen Horrorshow graphics

1999-05-26 Thread Alex Wulms
] 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

RE: Screen Horrorshow graphics

1999-05-26 Thread Hans Otten
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

Re: Screen Horrorshow graphics

1999-05-26 Thread Laurens Holst
> 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

Re: Screen Horrorshow graphics

1999-05-26 Thread Laurens Holst
> 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

Re: Screen Horrorshow

1999-05-26 Thread Ricardo Bittencourt Vidigal Leitao
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

Re: Screen Horrorshow

1999-05-26 Thread Maarten ter Huurne
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

Re: Screen Horrorshow graphics

1999-05-26 Thread Eric . Boon
> 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'

RE: Screen Horrorshow graphics

1999-05-25 Thread Hans Otten
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

Re: Screen Horrorshow graphics

1999-05-25 Thread MkII
>> 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

Screen Horrorshow graphics

1999-05-25 Thread Giovanni R. Nunes
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

Screen Horrorshow

1999-05-24 Thread MkII
> 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