RISKY RICK FOR MSX !!! (post to make it a reality)

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By ArcadeVision

Resident (60)

Аватар пользователя ArcadeVision

09-08-2018, 15:45

- ArcadeVision
- smx
- wimple3
- PingPong
- sd_snatcher
- sd_snatcher
- sd_snatcher
- andrea.denara
- Qbee Sam
- Metallon

- ToriHino
- wyrdwad
- ARTRAG
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- MISXTOR
- FX
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- Lazzeri
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- DRomero
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- fernando.collazo.5682
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- Jury MSX
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- HB-F9S
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- max_iwamoto
- Colemu
- JGM

By DaikuMaryuGaiking

Expert (127)

Аватар пользователя DaikuMaryuGaiking

12-08-2018, 18:34

Maybe I'm wrong.
I noticed in some points of the Colecovision demo video that the character sprite moves behind objects and the TMS9918 does not allow to place a sprite behind the charset as it happens on the c64 instead.
I saw that they are not even sprites put at higher priorities.

How was it possible?

By QBee Sam

Champion (291)

Аватар пользователя QBee Sam

12-08-2018, 21:00

I suppose they just modify the sprite on the fly...

By DaikuMaryuGaiking

Expert (127)

Аватар пользователя DaikuMaryuGaiking

12-08-2018, 23:00

Too many cicles for CPU!

By ARTRAG

Enlighted (6935)

Аватар пользователя ARTRAG

13-08-2018, 10:13

They clip the sprites on fly.
The whole game is designed around this feature

By Grauw

Ascended (10768)

Аватар пользователя Grauw

13-08-2018, 13:35

Quote:

RISKY RICK INCREDIBLES IN-GAME FEATURES
• Full screen high resolution colorful graphics
• Background to foreground display priority
• Hardware scrolling screen rooms levels
• Freezing-free sound effects samples

DaikuMaryuGaiking wrote:
QBee Sam wrote:

I suppose they just modify the sprite on the fly...

Too many cicles for CPU!

I suppose it’s costly, but if the game’s frame budget is accounting for it it can fit I reckon. In the end applying a mask to the sprite patterns is 32 VDP writes per pattern (with an AND applied to each write), if there’s only 4 or so patterns where this is applied then it’s not free (let’s say 10% of frame budget), but not impractically costly either.

By fano

Supporter (15)

Аватар пользователя fano

13-08-2018, 18:20

Like in demo world, mixed hard/soft approach gives the most amazing result.
i have been surprised such technic has not been already made on colecovision (not sure for MSX 1 as it already had technicaly Amazing games).
To be honnest it's costly, i think rr uses CPU at 80%.(for ntsc, a bit less for pal)

By ArcadeVision

Resident (60)

Аватар пользователя ArcadeVision

18-08-2018, 19:44

The port is in progress. The game work, but currently no sound and controls.
No more peoples interrested?

By ArcadeVision

Resident (60)

Аватар пользователя ArcadeVision

25-08-2018, 13:34

Now, we have sound working!
Instruction manual (japanese, english, french, spanish) and visual are work in progress...

By Lazzeri

Champion (280)

Аватар пользователя Lazzeri

25-08-2018, 16:13

Pics and / or videos for us to drool over? ;-)

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