MSX Game Engine

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By samsaga2

Resident (53)

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13-05-2018, 08:13

I think they are using a similar algorithm. But I prefer this because is simpler and it's mine. It only uses 512bytes of RAM and can uncompress directly to the VRAM.

By santiontanon

Paladin (846)

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13-05-2018, 16:58

I see! The Pletter decompression routine cannot decompress directly to VRAM out of the box, that's true. I bet it would not be hard to add though (and the routine is less than 200 bytes, and uses 0 additional RAM), so it'd be cool to compare them anyway Smile

By ARTRAG

Enlighted (6278)

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13-05-2018, 17:10

Iirc a vram version is already on this forum somewhere

By santiontanon

Paladin (846)

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13-05-2018, 18:51

By samsaga2

Resident (53)

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28-05-2018, 15:17

New version https://www.dropbox.com/s/5be16109zn3ac0w/mge.zip?dl=0

Added features:
- PT3 music
- ayFX sound effects
- Horizontal scroll (using the tiled map editor)
- Tilemap collisions

By geijoenr

Expert (93)

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28-05-2018, 15:56

oh no! you are getting ahead of me. I haven't finished the trilo-tracker replayer yet.

By geijoenr

Expert (93)

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28-05-2018, 20:23

By Manuel

Ascended (15821)

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28-05-2018, 20:40

Huh? I thought that the Trilobyte was developing the replayer themselves...

By geijoenr

Expert (93)

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28-05-2018, 20:46

sorry, I meant that I am porting it to C, to include it in the rlengine. samsaga2 is ahead of me with his own engine, feature wise.

By santiontanon

Paladin (846)

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29-05-2018, 02:58

Very nice samsaga2!! Looking forward to see if anyone uses this for the MSXDev!!! Smile

And geijoenr, is that video of your rlengine?

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