ps. All games are already in the mrc database as of now
Besides the fact that the database isn't that userfriendly if you search something specific, you seem to have made a slight mistake with description of Akin
Akin
by ro on 01-03-2021, 11:29
Black Cyclon is a game by Parallax Software (1995) and considered freeware.
In the package there are two .dsk files
Thanks tfh, Guillian's link doesn't work for me and it requires registration.
Thanks Guillian for the hack. I noticed it overwrites Dutch texts. So it seems valid only for the English version. Is that the case?
I made two extra Roms for ASCII 8K and 16K. The game starts well but I have not tested more so I do not know if the game fully works with these versions.
Download link: https://mon-partage.fr/f/41ououlR/
I tried them on emulator and on a real MSX with ESE-RAM and MegaFlashROM ASCII 8/16K.
I used MGLOAD for the ESE-RAM. It works fine.
By cons for the MegaFlashROM, I not found loader capable of loading the ROM correctly. OPF and FLLOAD fail. As for FL8 and FL16, it lacks an option not to patch the ROMs of 8/16/32K.
Guillian's Rom works in an ESE-RAM SCC or MegaFlashROM SCC on real MSXs.
@cas. Care to share the secret on how you managed to pull of the parralax scrolls in screen 5? Im very curious.
Thanks tfh, Guillian's link doesn't work for me and it requires registration.
That's weird. Neither Twitter nor Box require registration.
Thanks Guillian for the hack. I noticed it overwrites Dutch texts. So it seems valid only for the English version. Is that the case?
It overwrites Dutch intructions and show the English version in both cases. But the game can be played in Dutch.
Working very well on Flashjacks.
Thanks a lot Guillian
Can someone get ARC to work with Sofarun?
I forgot: thank you Parallax for this gift!
Thanks all (I'll try to answer some questions soon)!
@Daemos: for the parallax scrolls in screen 5, what exactly are you wondering? Ultimately there's a lot of minimizing on VDP operations (last layer is static; if there is no sprite over a block it's just a single high speed copy if dirty, even if it seems like it has two layers itself, plenty of precomputation to detect partially transparent blocks/overlays and treat them differerntly, etc etc...), picking the faster options where possible, and avoiding copies entirely where possible. There's a lot of balancing to interleave CPU operations for e.g. enemies during VDP copies, using as much CPU time as possible in parallel to VDP copies. For Core Dump (but I don't think Akin) I even swapped out the bios completely except for during disk loads, so I could hijack the 0038 interrupt call directly and default the VDP read register to 2, to improve the 'command ready' stuff (ie the interrupt on 0038 then needs to set the read register to 0 before it can read it to reset the interrupt trigger).
If you have a concrete question I'd be happy to try to answer but it is of course about 30 years ago, so I might not know everything from the top of my head ... :-)
There’s this wonderful programming diary that you can read :).