New Online MSX emulator

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Por ppeccin

Champion (376)

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22-12-2015, 18:20

Thanks Grauw!!

Quote:

"In terms of the screen modes in games, screen 5 is most common".

Really??? I'm kinda disappointed. I was hoping that SCREEN 8 would be the most used...

If MSX2 games do not use SCREEN 8 widely, how can they achieve the apparent much richer color fidelity?
It always appeared to me that those games were using much more than 16 colors on the screen.
Am I missing something?

Regards,
Paulo

Por syn

Prophet (2097)

Imagen del syn

22-12-2015, 19:57

Sometimes they use dithering to make use of CRT blurriness. (A checkersboard-like grid with 2 colors becomes 1 color that wasn't in the palette)

Sometimes higher level tricks are used like palette splits where you divide a screen into 2 parts, each having their own palette of 16 colors.

But mostly it's just clever use of a 16 color palette.

Por SuchAGoonie

Expert (108)

Imagen del SuchAGoonie

22-12-2015, 19:46

And good pixel art makes a huge difference in color perception. The MSX has had a lot of games with good art.

This article is a bit of a downer, but the guy makes some really good points about what makes great pixel art:
http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/

PS: That emulator is amazing!

Por Grauw

Ascended (10604)

Imagen del Grauw

22-12-2015, 19:54

ppeccin wrote:

If MSX2 games do not use SCREEN 8 widely, how can they achieve the apparent much richer color fidelity?
It always appeared to me that those games were using much more than 16 colors on the screen.

Palette registers allow you to hand-pick those 16 colours from a total of 512, in stead of 16 ugly fixed ones. (Actually that’s 256 colours more than screen 8 offers Wink.) It’s a constraint, and a tough one, but enough for really nice pictures, just check out games like Fray and Aleste 2, or the MCCM art gallery section.

Screen 5 is chosen for games because commands execute twice as fast as screen 8, and 128K fits four screen pages in stead of two. Also graphics data is twice as small on disk, I suppose that also matters.

Por edoz

Prophet (2443)

Imagen del edoz

22-12-2015, 20:10

It's funny as the msx is i think the only 8 bit computer from the past (besides game consoles) that had so many possibilities if it is about graphicsWink it even has a vdp! bit of topic.. But are there games in screen 8 created in the past?

Por anonymous

incognito ergo sum (116)

Imagen del anonymous

23-12-2015, 01:49

edoz wrote:

But are there games in screen 8 created in the past?

  • L'Affaire
  • Breaker
  • Brisk
  • Goody
  • Hydlide (the MSX2 version for 128K VRAM)
  • Ikari Warriors
  • Last Mission
  • Leather Skirts
  • Leprechaun
  • Livingstone Supongo
  • Playhouse Strippoker
  • Radx-8
  • Red Lights of Amsterdam
  • Starship Rendezvous (only the "boss" sections)
  • Zoo

I'm surely forgetting a bunch.
A newer game in screen 8 is "Shift" by Infinite. And let's not forget about flyguille's awesome project in development.

Por ren

Paragon (1928)

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22-12-2015, 22:37

Playing some Breaker on WebMSX might be surely worth it... ;)

Por ppeccin

Champion (376)

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28-12-2015, 20:40

Grauw wrote:

You can always ask here about V9938 details and quirks as well, of course.

Ok, here comes one! :-)

How does RAM and VRAM detection work on the MSX2?
I understand that both RAM and VRAM amounts can vary a lot between different machines.

In WMSX MSX2 emulation, as it is right now, only 64K of unmapped RAM is available, and only 64K VRAM.
Nevertheless, the starting screen always shows 128K available of both RAM and VRAM...

What is happening? Does the ROM just assume those quantities, or maybe I am failing to emulate properly so the BIOS RAM/VRAM detection is not working?

Can anyone shed some light on this please? :-)

Paulo

Por sd_snatcher

Prophet (3510)

Imagen del sd_snatcher

28-12-2015, 21:02

I guess you're using an European ROM. Those have the value for the main RAM hardcoded at 128KB. But AFAIK they're able to at least detect the VRAM size.

It's better to use a Japanese ROM instead, because they run at 60Hz while European ones run at 50Hz (which causes all the Japanese games to run 16.6% slower).

Por Grauw

Ascended (10604)

Imagen del Grauw

28-12-2015, 21:26

I browsed through the disassembled MSX2 BIOS ROM and I see no mapper access in the RAM detection. Also, when inserting a 1M memory mapper in a Philips NMS 8245 in openMSX, the amount of RAM detected doesn’t change so it indeed does not seems to actually detect it.

I tried the Panasonic FS-A1 Japanese MSX2 in openMSX, and it doesn’t even show the amount of RAM. Maybe it was added to the European machines startup screen for marketing purposes?

The MSX2+ BIOS (e.g. Sanyo Wavy PHC-70FD) does detect the amount of memory appropriately.

As afaik 128K VRAM is mandated by the MSX2 standard, I would not be surprised if the BIOS did not bother to detect it.

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