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Software and gaming - La Mulana

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La Mulana

PingPong
msx professional
Berichten: 833
Geplaatst: 17 Maart 2007, 22:44   
Is la Mulana an msx1 or msx2 game?
Or does it use sc2 on msx1 and sc4 on msx2?

I see too many sprites on scanline for an msx1...


Edwin
msx professional
Berichten: 587
Geplaatst: 17 Maart 2007, 23:08   
It's not an MSX game at all. It's a java game based on the capabilities of MSX1. It's by no means certain that it can all be implemented exactly on a real MSX. Although I would love to see someone try.
jltursan
msx professional
Berichten: 771
Geplaatst: 18 Maart 2007, 00:24   
Indeed!, a perfect candidate for the "Impossible game" thread
Huey
msx professional
Berichten: 544
Geplaatst: 18 Maart 2007, 10:39   
La-Mulana uses more pattern data than screen2 can handle.

Why remake a game that mimics the MSX already
Beter reuse it's idea's
PingPong
msx professional
Berichten: 833
Geplaatst: 18 Maart 2007, 11:53   
What are the main limits here ?
i see only the number of sprites/scanline limit. this is workaround-able with the usual flickering.
the number of pattern is the limit?
Because the game is page - scroll based - this limit could be surpassed... At each page change it's possible to
hide the screen.
change the patterns and name table.
Even with a small delay ( and without the scrolling ) it is feasible...

For the sound, hard to say...



Edwin
msx professional
Berichten: 587
Geplaatst: 18 Maart 2007, 11:58   
Quote:

La-Mulana uses more pattern data than screen2 can handle.



sc2 can handle one unique pattern for every position on the display. So that's not exactly true.

Quote:

Why remake a game that mimics the MSX already
Beter reuse it's idea's



It's a nice project for a coder. All content is there and it only needs to be converted into a complete game. With maybe some minor adjustments here and there to make it work.
Huey
msx professional
Berichten: 544
Geplaatst: 18 Maart 2007, 12:54   
Quote:

sc2 can handle one unique pattern for every position on the display. So that's not exactly true.



True but it won't very be practical. Especially with the big endboss animations moving all around.

Quote:

It's a nice project for a coder. All content is there and it only needs to be converted into a complete game. With maybe some minor adjustments here and there to make it work.



Maybe. I don't know (I am more on GFX than coding).
ro
msx guru
Berichten: 2280
Geplaatst: 18 Maart 2007, 13:04   
La Mulana is not supposed to be an MSX specs game, it's a feels-like-MSX game. The goal was to create a game which has that sweet MSX feel to it, that playability, that what we love so much. WHAT it is remains unknown, but atleast it's there.

I've tried the game, it's hard but fair. And yes, it plays like an MSX game most of the time.
PingPong
msx professional
Berichten: 833
Geplaatst: 18 Maart 2007, 13:56   
IMHO i think is feasible. compare it with the tech difficulties needed to make the gngdemo from dvik. This is a very challeging prj.
La mulana does not have, smooth scrolling , sprite critical issues, and so on...

But, of course, is only IMHO
ARTRAG
msx master
Berichten: 1563
Geplaatst: 20 Maart 2007, 11:58   
LaMulana fits MSX1 HW requirements very well, (it was a constrain imposed by its developer) so maybe with some adjustments it could be ported to MSX1.

IMHO there are 2 order of issues:

Strictly technical, like:
1) large bosses and number of tiles. LaMualna uses lots of unique tiles per page when you get animated bosses, so you need on-fly tile redefinition. Maybe the could affect the frame rate, but it can be done.
2) sprite limits: use flickering.

Non strictly technical: The game is TITANIC!!!
1) the human resources to port it are ENORMOUS (IMHO 5 years/man)
2) the amount of ROM is super hyper mega gigantic: even using compression and more than 32K ram the game would exceed the size of any real memory mapper. You need about 4Mbytes of ultra compressed ROM data. You should develop a MULTI-ROM game or an ad hoc mapper with 16bit registers.

All this to have a game that can work in an PC on an emulator…

My conclusion: it is a good souce of inspiration, but I would stay with the original

Huey
msx professional
Berichten: 544
Geplaatst: 20 Maart 2007, 14:47   
Quote:

My conclusion: it is a good souce of inspiration, but I would stay with the original



This game gives me 10 years of inspiration... (8 more to go then )
pitpan
msx master
Berichten: 1342
Geplaatst: 20 Maart 2007, 18:57   
Not feasible as a 4 MB packed megaROM? I didn't notice it was so huge when I played it

Even considering a FULL VRAM redefinition for each screen (16 KB), you could have up to 256 unpacked screens. That should be enough! And this means totally new sprites and characters: 3 character banks, 64 16x16 sprites, etc.
 
 







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