Hype question

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By hap

Paragon (2021)

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25-09-2010, 16:07

Yes I know, but I haven't seen/read confirmation that it has the same problem as the T6950: no support for screen 2 pattern/colortable masking.

By hap

Paragon (2021)

hap's picture

25-09-2010, 16:14

10 screen2:open"grp:"as#1:vdp(3)=159:vdp(4)=0:vdp(7)=20
20 preset(20,30):print#1,"see this text 3 times?
30 fori=0to2000:next
40 vdp(3)=255:vdp(4)=3:screen0

if yes, table masking is supported

By sd_snatcher

Prophet (3069)

sd_snatcher's picture

25-09-2010, 17:03

@hap

Did you tested it on a Plus model (black case, phenolic motherboard) or non-Plus model (gray case, fiberglass motherboard)? The gray models have the TMS9918 VDP inside.

By hap

Paragon (2021)

hap's picture

25-09-2010, 17:25

i don't have any gradiente msxes =p

By hit9918

Prophet (2868)

hit9918's picture

26-09-2010, 00:13

did I get it right that there are 3 categories of chips:

#1 mask register feature not present
#2 when masking patterntable, in line 0-63 only sprite 0-7 works, rest works normal
#3 everything works

game setup:

fast hybrid mode: yes/no
fix hybrid mode sprite bug: yes/no

Smile

By hap

Paragon (2021)

hap's picture

26-09-2010, 00:49

Sorry, I was wrong: 91xx also has the sprite clones problem.
TMS99xx, 91xx: support for table masking, but has sprite clones
T6950: no support for table masking
V99x8(MSX2): support for table masking, no sprite clones

*edit* and if you want to know the difference between 91xx and 99xx: 99xx has a weird quirk with the 4k/16k vram bit, but it's a useless bit anyway.

By Thom

Hero (583)

Thom's picture

24-08-2018, 20:22

ARTRAG wrote:

A question about sprites in Hype

http://picasaweb.google.it/lh/photo/8ztuH0XWlozv6Luymw9yXA?feat=directlink

I noted that in the SAT each object appears twice, once with its color, once in black with a lower plane but in the SAME position.
All black versions are in lower planes wrt the colored planes.
All planes mirror at each frame (but colored sprites stay always before than black sprites).

Does anyone have studied why Hype uses teh black sprites (that shoudl be in theory invisible as covered by colored counterparts)?
Does anyone have a clear idea on how sprite multiplexing works in this game?

Old thread, sorry, but Yesterday I read an old (2011) interview with Ronald Pieket Weeserik: http://codetapper.com/amiga/interviews/ronald-pieket-weeserik/

Although it's mostly about the Amiga, he mentions MSX several times and goes into detail on how he managed to circumvent (for example) the sprite limit. Perhaps he's willing to answer your question? It seems he remembers quite a lot of the old days.

It's a really interesting read. Big kudos to the man, who went on to become pretty succesful in the games industry.

And boy, what a game Hype was/is. I think its music is something special, really different from most other PSG-sounds. I wonder what tools he used to create it. Did he compose the music himself?

By Garudian

Rookie (17)

Garudian's picture

25-08-2018, 12:56

@Thom: Yes great Interview indeed!

Ronald Pieket Weeserik was a very talented guy, almost everything he has touched is great. From MSX to Amiga to SNES. I personally like his Amiga stuff very much, Rodland and especially Silkworm (an all-time classic!), in which he also implemented crazy software synthesized explosions and stuff by himself. I really really like what he did on the SNES with SWIV, one of my favourite shoot 'm ups. It's crazy to think this was the game he used to learn about the SNES, and that the outcome is a game that pushes the SNES so well.

By hit9918

Prophet (2868)

hit9918's picture

25-08-2018, 18:34

the point was low priority sprites (a second sprite list in the rear side of the SAT (big sprite numbers)).
when there is stress then the low priority sprite does not cause flicker but does disappear
so, shameless use can be made of low priority sprites

for example in the tinas adventure https://www.youtube.com/watch?v=3m3eS8N7yjA
the eyes are background-shine-thru, a place for low priority sprite.

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