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| Poll gfx9000 b4 coding
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Sonic_aka_T
 msx guru Berichten: 2269 | Geplaatst: 16 November 2004, 14:43   |
yum: Try PaintShop pro then... It allows you to reduce the amount of bits per color, count colors used, replace colors etc... Actually counting the colors seems a bit tedious to me  |
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SMDNearDark msx user Berichten: 44 | Geplaatst: 17 November 2004, 03:44   |
Well i have a second monitor and can start with the programming.
But i would like to know what the difference between a v1.0 (big print) gfx9k and the new gfx9k's as they are sold now. is there more functionality, are they faster, is there more memory on the new versions ?
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[D-Tail]
 msx guru Berichten: 3019 | Geplaatst: 17 November 2004, 08:15   |
Nothing of that all. The only thing I guess it's that V2 (small size) is more stable, for it doesn't have the flatcable anymore. Moreover, with my V1 GFX9K I sometimes get a black screen at boot instead of a white screen. INIT.COM helps at that, though  |
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msd msx professional Berichten: 615 | Geplaatst: 17 November 2004, 10:00   |
[D-TAIL] what was your question about YJK->RGB?
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SMDNearDark msx user Berichten: 44 | Geplaatst: 17 November 2004, 13:25   |
I removed the flatcable and box and put the gfx9k right in the slotexpander.
It works that way but is it more stable then ?
My slotexpander is in a pc case so the gfx9k isn't visible anyway.
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[D-Tail]
 msx guru Berichten: 3019 | Geplaatst: 17 November 2004, 13:31   |
Gheh... Never mind, msd
I already solved it with the help of Sonic_aka_T  It was something like very bright YJK colors were converted to very dark RGB colors. The problem was the 5 bit RGB values (derived from the 5 bit Y + 6 bit 2-complement J&K values) werent exactly in the range of 0=<R,G,B=<31. It's solved now ^_^.
As you can also read in this forum topic, I made a EVA-YJK to EVA-RGB converter. |
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[D-Tail]
 msx guru Berichten: 3019 | Geplaatst: 17 November 2004, 13:35   |
SMDNearDark: yup, it's more stable that way. By inserting the cartridge directly in the slot expander (or better, directly in a MSX cartridge port), you'll reduce the amount of noise generated by ribbon cables. You'd even better insert it in a primary cartridgeslot, instead of the expander. Ah well, the expander works nicely, I do it myself the same way ^_^.
I read your hassle of the second monitor; why didn't you just buy a SCART switch? Much easier  (*CLICK* --> GFX9K screen, *CLICK* --> V99x8 screen  )...
Good luck GFX9K-coding!  |
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W76NearDark msx addict Berichten: 329 | Geplaatst: 19 November 2004, 01:47   |
Quote:
| Well it makes not only the way free for development of GFX-9000 games, but if I should get two orders for GFX9000, I am capable of buying new opl4 chips for the moonsound and thus the start for also a new serie moonsounds.
So a vote for the GFX is a vote for new moonsounds as well.
Meits kicks even hader now ...
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Allright, one down one to go! SMDNearDark ordered one a few days ago and that one is gonna be mine  |
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Sonic_aka_T
 msx guru Berichten: 2269 | Geplaatst: 20 November 2004, 21:25   |
Did you guys get started btw?
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Grauw msx professional Berichten: 1006 | Geplaatst: 21 November 2004, 14:07   |
Quote:
| I find it kinda surprising there's such low activity for the g9k .. perhaps there're tools lacking such as dedicated g9k designers.. but then again.. it has sc5 compatible modes.. so (correct me if I'm wrong) any sc5 game could run on g9k with improved palette and an extra layer to make it look better ..
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No, bitmap modes on Gfx9000 don't have sprites. Only a single 32x32 'cursor'. Also, the bitmap modes don't have layers (only P1 has a second layer, but that's a pattern mode and thus works differently).
That's an annoying thing you'll run into when trying to create a dual v9958/v9990 engine, it's not as easy as a straight port, unfortunately. You'll either have to use P1 mode (perhaps it can be set up to 'look like' screen 5, although maybe the horizontal resolution for copy commands might be slightly problematic, I dunno, have to try), or use copies for sprites instead. The latter is not impossible, seeing the speed of the Gfx9000, but 'hardware' sprites are a lot easier to work with than 'software' sprites.
~Grauw
p.s. I have a dual-head setup for my MSX as well ^_^. Pretty damn cool, actually ;p. |
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Grauw msx professional Berichten: 1006 | Geplaatst: 21 November 2004, 14:13   |
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Grauw msx professional Berichten: 1006 | Geplaatst: 21 November 2004, 14:13   |
Quote:
| btw.. just a question in general to developers ..: do you have the idea that important g9k-related design-tools are missing?
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I'm working on a tilemap editor for Gfx9000 on MSX...
~Grauw |
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Sonic_aka_T
 msx guru Berichten: 2269 | Geplaatst: 21 November 2004, 15:59   |
Cool, now all I need is an openMSX version with basic G9K support to get started!  |
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[D-Tail]
 msx guru Berichten: 3019 | Geplaatst: 21 November 2004, 16:13   |
Sonic, you can borrow mine, as I already proposed earlier on. Just let me know, are you coming to Oss? I could bring it with me
No need for emu... just use the real thing!  |
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Sonic_aka_T
 msx guru Berichten: 2269 | Geplaatst: 21 November 2004, 17:17   |
Hehe... Well, I could probably use the time it takes the openMSX team to implement the G9K basics to finish my current batch of 7342 unfinished projects... well, or at least one of them...  To add to that, I use an old NTSC TV as my monitor, which prolly wouldn't work very well with a G9K. Thanks for the repeated offer tho  |
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