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Development - MSX2 VPD speed

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MSX2 VPD speed

wolf_
online

msx legend
Berichten: 4777
Geplaatst: 10 Maart 2007, 18:25   
It does. Screen 5 with #18 and #23.
manuel
msx guru
Berichten: 3531
Geplaatst: 10 Maart 2007, 19:01   
Yes, but it could take advantage of the V9958 hardware scrolling, like Space Manbow does.
Edwin
msx professional
Berichten: 626
Geplaatst: 10 Maart 2007, 19:12   
What would be the point? Everything works as it is, there would be nothing to gain. Space manbow had the masking to gain.
norakomi
msx professional
Berichten: 861
Geplaatst: 10 Maart 2007, 19:58   
Quote:

Yes, but it could take advantage of the V9958 hardware scrolling, like Space Manbow does.

Spacemanbow doesnt use the hardware scrolling,
it only uses the border masking function of the V9958
also spaceman2 doesnt use hardware scrolling nor border masking. The main reason is that when I started programming I always needed to check the game on a real msx, because I never trusted emulators that much (especially the vdp emulation).
And since i dont have an msx2+ I decided to code for V9938.
However, even though i still dont have a msx2+ I would, I would defenitely use the V9958's hardware scrolling if I would make another similar game.
Not that it's less challenging; it just gives you the ability to scroll as fast as you want horizontally.
With the V9938 you will only be able to scroll with max. 1 or 2 pixels per frame.
With the V9958 you will be able to speed up/slow down the scrolling of the screen,
alowing games like "sonic the hedgehog" to be made on you msx.
Another advantage of using the hardware scroll is that you can still use the vdp for software sprites.
ARTRAG
msx master
Berichten: 1737
Geplaatst: 10 Maart 2007, 20:16   
Well, for those things msx2 can use scr4...
Spacemanbow is in scr4 after all
manuel
msx guru
Berichten: 3531
Geplaatst: 10 Maart 2007, 22:24   
norakomi: so you use sprites to mask in Manbow2? (Which Konami didn't, obviously.)
norakomi
msx professional
Berichten: 861
Geplaatst: 11 Maart 2007, 10:19   
every frame:
I simply draw a black line at the left of the screen when moving/adjusing the screen to the left (with r#18).
And at that same time I draw 1 background line at the right of the screen.

As far as the sprites concerned:
Whenever a sprite enters screen there is a black sprite (a 16x16 black square) that masks the sprite that enters screen. That way it stays within the borders of the background.
manuel
msx guru
Berichten: 3531
Geplaatst: 11 Maart 2007, 12:49   
Aha, cool! I guess you're being smarter than Konami!
ASK
msx user
Berichten: 38
Geplaatst: 12 Maart 2007, 16:13   
Well, I think that the method is using HMMM vdp command and to use the ports directly.

I have been testing with this, and the speed is up.

Thx for all!!!
 
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