watch this

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Par PingPong

Enlighted (4156)

Portrait de PingPong

22-04-2021, 00:03

Par Grauw

Ascended (10821)

Portrait de Grauw

24-04-2021, 22:37

Nice stuff.

I really want to see someone use this method on MSX2 in combination with the scroll & adjust register to get smooth parallax scroll Smile.

Par santiontanon

Paragon (1832)

Portrait de santiontanon

22-04-2021, 05:09

Very cool!!! The water effect looks really cool!!! very nice use of fast tile-level scroll to make it look like waving, I'm impressed!

Par AxelStone

Prophet (3199)

Portrait de AxelStone

22-04-2021, 09:26

santiontanon wrote:

very nice use of fast tile-level scroll

What's this? Smile

Par turbor

Hero (529)

Portrait de turbor

22-04-2021, 11:54

santiontanon wrote:

Very cool!!! The water effect looks really cool!!!

That is a great effect, I just wonder : Are those waves full blown characters or are they fiddling with the color tables during run-time? That might be a litle slower but could be more flexible if other bg titles could be used

Since you like water waves and just to blow my own horn... Tongue
Here is a water/wave effect I once created but never released: https://youtu.be/8z-MUJTk10Y

If you want to run this on your won HW you can download the rom here
https://github.com/turbor/MSXSinusDemo/raw/master/msxsindm.rom

@PingPong: sorry for hi-jacking your post :)

Par Bengalack

Paladin (805)

Portrait de Bengalack

22-04-2021, 16:02

All this is pretty clever stuff. Looks really good. It deserves to be put into a real game.

Fun to see some remnants of vscreen again too, he he :)

Par Maggoo

Paragon (1218)

Portrait de Maggoo

22-04-2021, 17:38

So the wave effect is inspired by Hero/Pitfall 2. It is done with 2 sets of 64 pre-defined tiles (one set for the top wave, one set for the bottom wave).

The 64 tiles are based on 8 steps of scrolling (with a different TGP) x 8 steps of wave height (with a different TC). This allows to achieve the effect with only 2 x 32 outs in total per VBlank.

The "green" area is experimenting with sprites which are a combinations of tile based sprites (the colored background, one color per line, pre-shifted) & Hardware sprites (the outline). This allows having multicolored sprites for enemies while still having 2 colors for the main sprite, without flickering. The only constraint is that those enemies can only move over a "uniform" background which would work with something that looks like SMB and the right level design.

Par albs_br

Champion (499)

Portrait de albs_br

22-04-2021, 20:06

Pretty cool effects. The parallax and the enemies mixing tiles and sprites I'm using (or planning to use) on my current project, Go Penguin.

Par santiontanon

Paragon (1832)

Portrait de santiontanon

23-04-2021, 05:58

Very cool Maggoo! Are you still working on this? or was that just a test?

Par raymond

Hero (653)

Portrait de raymond

23-04-2021, 08:24

That looks really nice!

Can anyone update the wiki on how tiles, hw and sw sprites work? As that information is missing in the wiki :)

Par Maggoo

Paragon (1218)

Portrait de Maggoo

23-04-2021, 17:31

santiontanon wrote:

Very cool Maggoo! Are you still working on this? or was that just a test?

It's just a test put together in a matter of hours, nothing close to a full game.

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