There are many features of the msx2+ that have been left neglected, screen 11 is one of them and maybe this msxdev competition is the right place to see something really new.
Actually, I am tied to the msx2 and its screen 8, with its all limitations, has some unexplored potential. I hate its fixed palette for sprites and also the 256 colour palette has its quirks. Anyway with a couple of workarounds in order to avoid vdp glitches, you can get also horizontal smooth scrolling.
https://github.com/artrag/SDCC-msx-2-scrolling-test/tree/mai...
In this test I was fiddling with the first level from Super Ghouls 'n Ghosts from SNES (MSX2 with 128KB of ram required)
....I hate its fixed palette for sprites....
I never understood they need to do a similar thing. the palette was already here, why not using the palette for sprites regardless of screen mode ?
Hi guys, I always thought the MSX 2+ can be pushed to limits to run some Arcade/CPS1/Neo Geo games, and that's the first experience I had:
Still WIP, some collisions missing, sprites incomplete, no sound, but the core game play is there. It's running at 60fps, using at most 50% of the old Z80.
Source:
https://github.com/albs-br/msx-wings
What are your impressions?
Hope you guys enjoy.
That is quite an inpressive demo. I'd like to see a full game in this style, so I hope you'll continue development.
For folks who are curious about a MSX2 version, later I can post some bg tests I made on Screens 5 and 8.
Spoiler: it doesn't look good.
Anyway with a couple of workarounds in order to avoid vdp glitches, you can get also horizontal smooth scrolling.
Nice and smooth for sure! Is there any vdp or cpu time left after this?
Anyway with a couple of workarounds in order to avoid vdp glitches, you can get also horizontal smooth scrolling.
Nice and smooth for sure! Is there any vdp or cpu time left after this?
In NTSC mode the CPU is used at about 50% of the frame time. The VDP is busy at about at the 80% of the frame time.
For folks who are curious about a MSX2 version, later I can post some bg tests I made on Screens 5 and 8.
Spoiler: it doesn't look good.
Maybe you can try to tune the saturation and the gamma of the colors of the original images before converting them to screen 8.
Altough my main machine is ”only” MSX2 I really hope that you go on and make this a complete MSX2+ game. This is super impressive and we really need more MSX2+ software as there is virtually none. If this is OS project you can of course let others continue with MSX2 port if they so wish but do not exhaust yourself
Nice and smooth for sure! Is there any vdp or cpu time left after this?
I've added colour bars. The green bar is the time used by the CPU in the frame. VDP starts working in parallel to the CPU, so the green bar is also VDP time. The red bar is the time used VDP in the frame while the CPU is idle.
I've added colour bars.
Very interesting to see. I haven't used the command-system before, so this is good insight.