Outrun style road demo MSX2

Page 18/19
11 | 12 | 13 | 14 | 15 | 16 | 17 | | 19

Par thegeps

Hero (555)

Portrait de thegeps

09-01-2020, 15:28

I hope you're still working on v9938 version too...

Par Metalion

Paragon (1204)

Portrait de Metalion

09-01-2020, 19:34

thegeps wrote:

I hope you're still working on v9938 version too...

Yes I do.
I have merged both versions at source level, using conditional assembly.

Par thegeps

Hero (555)

Portrait de thegeps

06-02-2020, 21:19

Someone is doing a good race game for Commodore264 series (C16 and CPlus4) too...

https://youtu.be/bR-9iorhVsc

Par Manuel

Ascended (16980)

Portrait de Manuel

06-02-2020, 22:01

Wow, that looks quite amazing, what a detailed and colourful graphics!

Par thegeps

Hero (555)

Portrait de thegeps

07-02-2020, 01:29

Indeed, that Vespertino game inspired a lot of coders to do their best...

Par Latok

msx guru (3787)

Portrait de Latok

22-04-2020, 21:47

Metalion, any updates? Its such a good project!

Par Metalion

Paragon (1204)

Portrait de Metalion

09-06-2020, 11:46

Latok wrote:

Metalion, any updates? Its such a good project!

Well, I stopped development since february, because I had other projects besides MSX.
But I slowly started again last week.

The V9938 version development runs into a lot of limitations... For example, I need at least 72 sprite patterns just for the main car, much more than the 64 the VDP allows. Even with a pattern table address change, I'll be strongly limited for incoming cars and decor. I'm trying to find solutions, but it's difficult. Tried software sprite yesterday, but it does not work out with the road rendering engine.

The V9990 version is halted at the moment, because for some reason I still have not understood, it works on OpenMSX but not on real hardware. I bought a V9990 cartridge at Nijmegen in february, just so I could test. But all it gives on screen is garbage... I've not yet been able to take time to understand what is happening, but I'm guessing it's a relatively easy fix (might have to do with how the VRAM is initialized).

Par Grauw

Ascended (9343)

Portrait de Grauw

09-06-2020, 12:00

In my project, for little particle sprites I have all the patterns in the pattern table, however the player animations are too many and I don’t pre-load them into the pattern table. Rather I use a VDP copy command to animate the pattern data in groups of 8 patterns.

Par Metalion

Paragon (1204)

Portrait de Metalion

09-06-2020, 12:31

Grauw wrote:

In my project, for little particle sprites I have all the patterns in the pattern table, however the player animations are too many and I don’t pre-load them into the pattern table. Rather I use a VDP copy command to animate the pattern data in groups of 8 patterns.

Yes I know that solution, it's actually the last one that I can use. But I already applied it for tests on the sideroad sprites, and loading the pattern and the colors on the fly does introduce some visible latencies on screen.

EDIT : I can, of course, put them on VBLANK, but that implies that I have to protect every VDP command (and there's a lot of them) fully with di/ei (instead of only the write to the sequential register). And that means that I can miss some HBLANK interruptions (already tested).

Par Grauw

Ascended (9343)

Portrait de Grauw

09-06-2020, 13:02

I have double buffered the sprite pattern table, so do the copy whenever, toggle the "active pattern table" flag, and update the pattern table base address in the interrupt handler.

Page 18/19
11 | 12 | 13 | 14 | 15 | 16 | 17 | | 19