Chibi Akumas Episode 2: Confrontation! [game for CPC then MSX2]

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Por ARTRAG

Enlighted (6866)

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09-12-2017, 12:59

If you use the cpu for filling the screen (or part of it) gradients can be produced almost for free.
The advantage with line interrupts would be to change the palette of the background color putting on screen more than 16 colors, but all depends on how much you can adapt or reuse the cpc graphics to take advantage of these extra color

Por ARTRAG

Enlighted (6866)

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09-12-2017, 17:43

Por Grauw

Ascended (10623)

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09-12-2017, 18:12

Por keith56

Master (162)

Imagen del keith56

09-12-2017, 23:37

Thanks for the info on the R800!
I'm using raster effects on the CPC, to get up to 10 colors on the CPC's 4 color mode - I don't think it makes sense on the MSX, where I have 16 real colors to play with.
The game was always supposed to have a cartoon style, and I have the feeling if I can't make great looking levels with 16 fixed colors there's probably something wrong with my sprite design

Por Grauw

Ascended (10623)

Imagen del Grauw

09-12-2017, 23:44

Doing the sky gradient with a palette change screensplit so you can keep the bg colour black doesn’t save CPU time?

I think in general the time the R800 loses waiting for the VDP unnecessarily much is easily caught up by being lightning fast at about everything else (when run from internal RAM, that is). Only when the CPU is near-100% occupied with VRAM access should it really start to get a disadvantage. I’m not sure what percentage you’re at, but it sounds VRAM access heavy though Smile.

Por keith56

Master (162)

Imagen del keith56

13-12-2017, 22:50

Please find below the 'Multiplatform Teaser' Poster with screenshots of all the upcoming versions of the new Chibi Akumas game!

You'll be pleased to hear the MSX2 version is now slightly faster than the CPC one! Also note that none of these screenshots are from the V9990 version - which will have enhanced graphical effects, but it's nowhere near finished enough for a screenshot!

I hope you'll be impressed with how great the game already looks on all three systems!

Por N.I

Master (173)

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15-12-2017, 07:39

Very impressive! The screen of ZX spectrum is interesting. This project may make the cross platform development of 8 bit personal computers popular.

Por keith56

Master (162)

Imagen del keith56

15-12-2017, 09:14

N.I wrote:

Very impressive! The screen of ZX spectrum is interesting. This project may make the cross platform development of 8 bit personal computers popular.

Thanks! I don't know if it'll encourage more multiplatform development, but I'll be releasing all the sourcecode and tools I've written free once it's done - and the tools I'm using that weren't written by me are all free as well - so anyone who wants to use parts of the game engine - or all of it is totally welcome.

As I'm sure many people will know, the Spectrum can only have 2 colors in an 8x8 square, and the CPC version is in Mode 1 - which is technically 4 colors, but I use raster color switching to get more colors onscreen... another tricky thing is the CPC version uses a larger 320x200 screen... I've written a sprite editor which can do all 3 kinds of sprite, and my sprite routines for all 3 systems work pretty much the same as far as the code is concerned to reduce the amount of recoding for the different systems

There's a 'Super Special' V9990 version too - which isn't ready to be shown - still trying to make the best use of all the extra power!

Por sd_snatcher

Prophet (3558)

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15-12-2017, 19:40

Would you treat us with some teaser video of the game play on the MSX2 version? Smile

Por PingPong

Prophet (3922)

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16-12-2017, 17:35

Hi, what kind of optimization have you done to increase the speed of msx 2 version since that the bottleneck is the VDP speed that cannot be optimized?

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