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 couldn't
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 software
] 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
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
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 256 colors). I
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
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 my PC's gives a black
] 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
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
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 beyond
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