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 couldn't

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 software

Re: Screen Horrorshow graphics

1999-05-27 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 must be

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

RE: Screen Horrorshow graphics

1999-05-26 Thread Hans Otten
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

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

RE: Screen Horrorshow graphics

1999-05-26 Thread Hans Otten
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

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

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

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 beyond