Hi all!
My son came with an idea for a game, and this game needed a map routine, so I'm working on one using sdcc_msx.
I just got it working stable enough for a short demo:
https://www.youtube.com/watch?v=qtKdMTIbBlE
It is based on MSX1 using interlaced colors in mode2. Supports map sizes of 64x128 tiles of 16x16 pixels each.
It supports up to 256 different 16x16 tiles, and up to 512 different 8x8 tiles (256 for even columns, and 256 for odd columns). And currently 4 animated tiles.
Current tiles are inspired on game boy versions of zelda and pokemon. Tiled is used to create the map. The engine supports an interlaced color palette where black is always the background color, enabling enough variety of colors, up to 4 colors per 8x1 line, and black profiled graphics.
Several tricks are implemented to minimize flicker, albeit it is still very visible in some computers/tvs.
Current version is implemented almost entirely in C and not very optimized (hence the visible corruption during scroll), but capabilities and data structures just got frozen, and asm optimization is in progress.
I'm worried about flicker due to interlacing, I tested on a Philips MSX1 and MSX2, a couple emulators, and in a couple TVs, and flicker ranges from almost not noticeable to very distracting...