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Development - Question about Msx sprites specifications

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Question about Msx sprites specifications

nikodr
msx addict
Berichten: 491
Geplaatst: 26 Juli 2007, 12:34   
I have some question regarding msx and msx2 sprites.I want to design the sprites of Rainbow island as described in another thread so someone else can code the game.I have no problem designing the sprites altough i have some questions.What are the sprite resolutions that an msx can use?16x16 ?What happens if i want larger sprites?Do i create them and then join them together?Which is the best sprite editor?Up until now i use one i found on the internet that does output the result in asm listing.It is written in java.

Is there an article that describes msx2 sprites and specifications?I tried to google but did not find much.

Thank you!
wolf_

msx legend
Berichten: 4777
Geplaatst: 26 Juli 2007, 12:45   
The max sprite size on all MSX'es is 16x16. On MSX2, each line can have its own color. Additionally, having two sprites on top of each other on MSX2 gives you a little bonus of an extra color (the two colors of each sprite's line, and the OR value based on those two colors). The best editor has yet to be made, but is in the making as we speak. For larger sprites, you need to join sprites. Only 8 sprites can be on a row, on MSX2. So if you use 2 sprites per character (so you'll have the OR bonus) you can have only 4 such characters next to each other, without flickering. If your sprites are twice as big (using 4 sprites, layered/OR'ed) then you'll only have 2 characters on a row. Take a look at Konami's sprites for Metal Gear 1&2, Vampire Killer, Usas and such, all 2-sprites per character.
nikodr
msx addict
Berichten: 491
Geplaatst: 26 Juli 2007, 13:27   
How are those large sprites that are movable in the space manbow by konami?Surely there must be some other way right?
wolf_

msx legend
Berichten: 4777
Geplaatst: 26 Juli 2007, 13:31   
If it's smoothly moving horizontally, in sync with the speed of the level itself, then it's most probably a bunch o' tiles (e.g. NOT sprites). If it's moving not in sync with the level, then it's sprites. If it's moving shockingly, such as the rising blue spaceships on that platform in level 1, then it's tiles (NOT sprites). If things are moving fast, e.g. a tile per update, then it's probably tiles as well, look for example at the bullets you're firing. The essential creative power behind Space Manbow is its design of sprite paths, all done in such a way that flickering is minimal, if present at all.

Note that screen 2 and 4 are suitable for these large tile-based characters, screen 5 is a tad bit too slow for that.
 
 







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